diff options
Diffstat (limited to 'chromium/third_party/glslang/src/Test/300.frag')
-rw-r--r-- | chromium/third_party/glslang/src/Test/300.frag | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/chromium/third_party/glslang/src/Test/300.frag b/chromium/third_party/glslang/src/Test/300.frag new file mode 100644 index 00000000000..ca2e2cb3e56 --- /dev/null +++ b/chromium/third_party/glslang/src/Test/300.frag @@ -0,0 +1,161 @@ +#version 300 es +void nodef1(float f); // ERROR, no default precision +uniform sampler2D s2D; +uniform lowp sampler3D s3D; +uniform samplerCube sCube; +uniform lowp samplerCubeShadow sCubeShadow; +uniform lowp sampler2DShadow s2DShadow; +uniform lowp sampler2DArray s2DArray; +uniform lowp sampler2DArrayShadow s2DArrayShadow; + +uniform lowp isampler2D is2D; +uniform lowp isampler3D is3D; +uniform lowp isamplerCube isCube; +uniform lowp isampler2DArray is2DArray; + +uniform lowp usampler2D us2D; +uniform lowp usampler3D us3D; +uniform lowp usamplerCube usCube; +uniform lowp usampler2DArray us2DArray; +precision lowp float; +in float c1D; +in vec2 c2D; +in vec3 c3D; +smooth vec4 c4D; + +flat in int ic1D; +flat in ivec2 ic2D; +flat in ivec3 ic3D; +flat in ivec4 ic4D; +noperspective in vec4 badv; // ERROR +in sampler2D bads; // ERROR +precision lowp uint; // ERROR + +struct s { + int i; + sampler2D s; +}; + +in s badout; // ERROR, can't contain a sampler + // ERROR, can't have int in struct without flat +struct S2 { + vec3 c; + float f; +}; + +in S2 s2; + +out vec3 sc; +out float sf; + +uniform sampler2D arrayedSampler[5]; + +void main() +{ + float f; + vec4 v; + v = texture(s2D, c2D); + v = textureProj(s3D, c4D); + v = textureLod(s2DArray, c3D, 1.2); + f = textureOffset(s2DShadow, c3D, ic2D, c1D); // ERROR, offset argument not constant + v = texelFetch(s3D, ic3D, ic1D); + v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant + f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); + v = textureProjLodOffset(s2D, c3D, c1D, ic2D); + v = textureGrad(sCube, c3D, c3D, c3D); + f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); + v = textureProjGrad(s3D, c4D, c3D, c3D); + v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); + v = texture(arrayedSampler[ic1D], c2D); // ERROR + + ivec4 iv; + iv = texture(is2D, c2D); + iv = textureProjOffset(is2D, c4D, ic2D); + iv = textureProjLod(is2D, c3D, c1D); + iv = textureProjGrad(is2D, c3D, c2D, c2D); + iv = texture(is3D, c3D, 4.2); + iv = textureLod(isCube, c3D, c1D); + iv = texelFetch(is2DArray, ic3D, ic1D); + + iv.xy = textureSize(sCubeShadow, 2); + + float precise; + double boo; // ERROR + dvec2 boo2; // ERROR + dvec3 boo3; // ERROR + dvec4 boo4; // ERROR + + f += gl_FragCoord.y; + gl_FragDepth = f; + + sc = s2.c; + sf = s2.f; + + sinh(c1D) + + cosh(c1D) * tanh(c2D); + asinh(c4D) + acosh(c4D); + atanh(c3D); +} + +uniform multi { + int[2] a[3]; // ERROR + int[2][3] b; // ERROR + int c[2][3]; // ERROR +} multiInst[2][3]; // ERROR + +out vec4 colors[4]; + +void foo() +{ + colors[2] = c4D; + colors[ic1D] = c4D; // ERROR +} + +uniform s st1; +uniform s st2; + +void foo13(s inSt2) +{ + if (st1 == st2); // ERROR + if (st1 != st2); // ERROR + st1.s == st2.s; // ERROR + inSt2 = st1; // ERROR + inSt2 == st1; // ERROR +} + +void foo23() +{ + textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); + textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D); +} + +void foo324(void) +{ + float p = pow(3.2, 4.6); + p += sin(0.4); + p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5 + p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13 + vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39) + c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3) + c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3) + vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3) + c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3) + c2 += refract(vec2(1,3), vec2(0,1), 3.0); + c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0) + mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33) +} + +uniform mediump; // ERROR + +layout(early_fragment_tests) in; // ERROR + +#ifndef GL_FRAGMENT_PRECISION_HIGH +#error missing GL_FRAGMENT_PRECISION_HIGH +#endif + +invariant in; // ERROR +invariant in vec4; // ERROR +invariant in vec4 fooinv; // ERROR + +float imageBuffer; // ERROR, reserved +float uimage2DRect; // ERROR, reserved |