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#version 440
// Note 'location' tests for enhanced layouts are in 330.frag
layout(location = 2, component = 2) in vec2 a;
layout(location = 2, component = 1) in float b;
layout(location = 3, component = 2) in vec3 c; // ERROR: c overflows components 2 and 3
layout(location = 0, component = 3) in float d[4];
layout(location = 4, component = 0) in vec3 e[5];
layout(location = 4, component = 3) in float f[5];
layout(location = 9, component = 4) in float g[6]; // ERROR, component too big
layout(location = 4, component = 2) in vec2 h; // component overlap okay for vertex in
layout(location = 3, component = 2) out vec2 i;
layout(location = 3, component = 0) out vec2 j;
layout(location = 4, component = 2) out vec2 k;
layout(location = 4, component = 2) out vec2 m; // ERROR, component overlap
layout(location = 2, component = 2) out vec2 n;
layout(location = 2, component = 0) out vec3 p; // ERROR, component overlap
layout(location = 10, component = 3) out float q[6];
layout(location = 10, component = 0) out vec3 r[6];
layout(location = 15, component = 3) out float s; // ERROR, overlap
layout(location = 10, component = 1) out float t; // ERROR, overlap
layout(location = 20, component = 2) out float u;
layout(location = 20, component = 0) out float v;
layout(location = 20, component = 3) out float w;
layout(location = 20, component = 1) out vec2 x; // ERROR, overlap
layout(location = 30, component = 3) out vec2 y; // ERROR, goes to component 4
layout(location = 31, component = 1) out vec4 z; // ERROR, goes to component 4
layout(location = 32, component = 1) out mat4 ba; // ERROR
layout(location = 33, component = 1) out struct S {int a;} Ss; // ERROR
layout(location = 34, component = 1) out bn { int a;} bb; // ERROR
layout(component = 1) out float bc; // ERROR, no location
out blockname {
layout(location = 40, component = 2) out float u;
layout(location = 40, component = 0) out float v;
layout(location = 40, component = 3) out float w;
layout(location = 40, component = 1) out vec2 x; // ERROR, overlap
layout(location = 41, component = 3) out vec2 y; // ERROR, goes to component 4
layout(location = 42, component = 1) out vec4 z; // ERROR, goes to component 4
layout(location = 42, component = 1) out mat4 ba; // ERROR
layout(location = 43, component = 1) out S Ss; // ERROR
} bd;
layout(location = 1, component = 1) out; // ERROR, no global setting
layout(location = 50, component = 3) out int be;
layout(location = 50, component = 0) out vec3 bf;
out bblck1 {
vec4 bbv;
} bbinst1;
out bblck2 {
layout(xfb_offset=64) vec4 bbv;
} bbinst2;
layout(xfb_buffer = 3, xfb_stride = 64) out; // default buffer is 3
out bblck3 {
layout(xfb_offset=16) vec4 bbv; // in xfb_buffer 3
} bbinst3;
uniform ubblck3 {
layout(xfb_offset=16) vec4 bbv; // ERROR, not in a uniform
} ubbinst3;
layout(xfb_buffer=2, xfb_offset=48, xfb_stride=80) out vec4 bg;
layout( xfb_offset=32, xfb_stride=64) out vec4 bh;
layout(xfb_offset=48) out; // ERROR
layout(xfb_stride=80, xfb_buffer=2, xfb_offset=16) out bblck4 {
vec4 bbv1;
vec4 bbv2;
} bbinst4;
out bblck5 {
layout(xfb_offset=0) vec4 bbv1;
layout(xfb_stride=64, xfb_buffer=3, xfb_offset=48) vec4 bbv2;
layout(xfb_buffer=2) vec4 bbv3; // ERROR, wrong buffer
} bbinst5;
out layout(xfb_buffer=2) bblck6 {
layout(xfb_offset=0) vec4 bbv1;
layout(xfb_stride=64, xfb_buffer=3, xfb_offset=32) vec4 bbv2; // ERROR, overlap 32 from bh, and buffer contradiction
layout(xfb_buffer=2, xfb_offset=0) vec4 bbv3; // ERROR, overlap 0 from bbinst5
layout(xfb_buffer=2) vec4 bbv5;
layout(xfb_offset=24) float bbf6; // ERROR, overlap 24 from bbv1 in bbinst4
} bbinst6;
layout(xfb_stride=48) out; // ERROR, stride of buffer 3
layout(xfb_buffer=1) out; // default buffer is 1
layout(xfb_offset=4) out float bj;
layout(xfb_offset=0) out ivec2 bk; // ERROR, overlap 4
layout(xfb_buffer=3, xfb_stride=48) out; // ERROR, stride of buffer 3 (default is now 3)
layout(xfb_stride=48) out float bl; // ERROR, stride of buffer 3
layout(xfb_stride=48) out bblck7 { // ERROR, stride of buffer 3
layout(xfb_stride=64) vec4 bbv1;
layout(xfb_stride=32) vec4 bbv2; // ERROR, stride of buffer 3
} bbinst7;
struct S5 {
int i; // 4 bytes plus 4 byte hole
double d; // 8 bytes
float f; // 4 bytes
}; // total size = 20
struct T {
bool b; // 4 plus 4 byte hole
S5 s; // 20
vec2 v2; // 8
}; // total size = 36
out layout(xfb_buffer=0, xfb_offset=0, xfb_stride=92) bblck8 { // ERROR, stride not multiple of 8
bool b; // offset 0
T t; // offset 8, size 40
int i; // offset 40 + 4 = 48
mat3x3 m3; // offset 52
float f; // offset 52 + 9*4 = 88
float g; // ERROR, overflow stride
} bbinst8;
out layout(xfb_buffer=4) bblck9 {
layout(xfb_offset=1) bool b; // ERROR
layout(xfb_offset=12) T t; // ERROR
layout(xfb_offset=52) mat3x3 m3; // non-multiple of 8 okay
layout(xfb_offset=90) int i; // ERROR
layout(xfb_offset=98) double d; // ERROR
layout(xfb_offset=108) S s; // non-multiple of 8 okay
} bbinst9;
layout(xfb_buffer=5, xfb_stride=6) out; // link ERROR, stride not multiple of 4
layout(xfb_offset=0) out float bm;
layout(xfb_buffer=6, xfb_stride=2000) out; // ERROR, stride too big
out layout(xfb_buffer=7, xfb_offset=0) bblck10 { // link ERROR, implicit stride too big
dmat4x4 m1;
dmat4x4 m2;
float f;
} bbinst10;
int drawParamsBad()
{
return gl_BaseVertexARB + gl_BaseInstanceARB + gl_DrawIDARB; // ERROR, extension not requested
}
#extension GL_ARB_shader_draw_parameters: enable
int drawParams()
{
return gl_BaseVertexARB + gl_BaseInstanceARB + gl_DrawIDARB;
gl_BaseVertexARB = 3; // ERROR, can't write to shader 'in'
gl_BaseInstanceARB = 3; // ERROR, can't write to shader 'in'
gl_DrawIDARB = 3; // ERROR, can't write to shader 'in'
glBaseInstanceARB; // ERROR, not defined
}
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