#version 320 es out outbname { int a; } outbinst; // ERROR, not out block in fragment shader in inbname { int a; vec4 v; struct { int b; } s; // ERROR, nested struct definition } inbinst; in inbname2 { layout(location = 12) int aAnon; layout(location = 13) centroid in vec4 vAnon; }; in layout(location = 13) vec4 aliased; // ERROR, aliased in inbname2 { // ERROR, reuse of block name int aAnon; centroid in vec4 vAnon; }; in badmember { // ERROR, aAnon already in global scope int aAnon; }; int inbname; // ERROR, redefinition of block name vec4 vAnon; // ERROR, anon in global scope; redefinition in arrayed { float f; } arrayedInst[4]; uniform int i; void fooIO() { vec4 v = inbinst.v + vAnon; v *= arrayedInst[2].f; v *= arrayedInst[i].f; } in vec4 gl_FragCoord; layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, non-ES layout(early_fragment_tests) in; out float gl_FragDepth; layout(depth_any) out float gl_FragDepth; // ERROR, non-ES void main() { gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared bool f = gl_FrontFacing; } out float gl_FragDepth; void foo_GS() { highp int l = gl_Layer; highp int p = gl_PrimitiveID; } in vec2 inf, ing; uniform ivec2 offsets[4]; uniform sampler2D sArray[4]; uniform int sIndex; layout(binding = 0) uniform atomic_uint auArray[2]; uniform ubName { int i; } ubInst[4]; buffer bbName { int i; } bbInst[4]; highp uniform writeonly image2D iArray[5]; const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4)); void pfoo() { precise vec2 h; h = fma(inf, ing, h); textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant } precision highp imageCubeArray ; precision highp iimageCubeArray ; precision highp uimageCubeArray ; precision highp samplerCubeArray ; precision highp samplerCubeArrayShadow; precision highp isamplerCubeArray ; precision highp usamplerCubeArray ; uniform writeonly imageCubeArray CA1; uniform writeonly iimageCubeArray CA2; uniform writeonly uimageCubeArray CA3; #ifdef GL_EXT_texture_cube_map_array uniform samplerCubeArray CA4; uniform samplerCubeArrayShadow CA5; uniform isamplerCubeArray CA6; uniform usamplerCubeArray CA7; #endif void CAT() { highp vec4 b4 = texture(CA4, vec4(0.5), 0.24); highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26); highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27); } void goodSample() { lowp int a1 = gl_SampleID; mediump vec2 a2 = gl_SamplePosition; highp int a3 = gl_SampleMaskIn[0]; gl_SampleMask[0] = a3; mediump int n1 = gl_MaxSamples; mediump int n2 = gl_NumSamples; } uniform layout(r32f) highp image2D im2Df; uniform layout(r32ui) highp uimage2D im2Du; uniform layout(r32i) highp iimage2D im2Di; uniform ivec2 P; uniform layout(rgba32f) highp image2D badIm2Df; // ERROR, needs readonly or writeonly uniform layout(rgba8ui) highp uimage2D badIm2Du; // ERROR, needs readonly or writeonly uniform layout(rgba16i) highp iimage2D badIm2Di; // ERROR, needs readonly or writeonly void goodImageAtom() { float datf; int dati; uint datu; imageAtomicAdd( im2Di, P, dati); imageAtomicAdd( im2Du, P, datu); imageAtomicMin( im2Di, P, dati); imageAtomicMin( im2Du, P, datu); imageAtomicMax( im2Di, P, dati); imageAtomicMax( im2Du, P, datu); imageAtomicAnd( im2Di, P, dati); imageAtomicAnd( im2Du, P, datu); imageAtomicOr( im2Di, P, dati); imageAtomicOr( im2Du, P, datu); imageAtomicXor( im2Di, P, dati); imageAtomicXor( im2Du, P, datu); imageAtomicExchange(im2Di, P, dati); imageAtomicExchange(im2Du, P, datu); imageAtomicExchange(im2Df, P, datf); imageAtomicCompSwap(im2Di, P, 3, dati); imageAtomicCompSwap(im2Du, P, 5u, datu); imageAtomicMax(badIm2Di, P, dati); // ERROR, not an allowed layout() on the image imageAtomicMax(badIm2Du, P, datu); // ERROR, not an allowed layout() on the image imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image } centroid out vec4 colorCentroidBad; // ERROR flat out vec4 colorBadFlat; // ERROR smooth out vec4 colorBadSmooth; // ERROR noperspective out vec4 colorBadNo; // ERROR flat centroid in vec2 colorfc; in float scalarIn; sample in vec4 colorSampIn; sample out vec4 colorSampleBad; // ERROR flat sample in vec4 colorfsi; sample in vec3 sampInArray[4]; void interp() { float res; vec2 res2; vec3 res3; vec4 res4; res2 = interpolateAtCentroid(colorfc); res4 = interpolateAtCentroid(colorSampIn); res4 = interpolateAtCentroid(colorfsi); res = interpolateAtCentroid(scalarIn); res3 = interpolateAtCentroid(sampInArray); // ERROR res3 = interpolateAtCentroid(sampInArray[2]); res2 = interpolateAtCentroid(sampInArray[2].xy); // ERROR res3 = interpolateAtSample(sampInArray, 1); // ERROR res3 = interpolateAtSample(sampInArray[i], 0); res2 = interpolateAtSample(sampInArray[2].xy, 2); // ERROR res = interpolateAtSample(scalarIn, 1); res3 = interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR res3 = interpolateAtOffset(sampInArray[2], vec2(0.2)); res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle res = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference res = interpolateAtOffset(scalarIn, vec2(0.2)); float f; res = interpolateAtCentroid(f); // ERROR, not interpolant res4 = interpolateAtSample(outp, 0); // ERROR, not interpolant } layout(blend_support_multiply) out; layout(blend_support_screen) out; layout(blend_support_overlay) out; layout(blend_support_darken, blend_support_lighten) out; layout(blend_support_colordodge) layout(blend_support_colorburn) out; layout(blend_support_hardlight) out; layout(blend_support_softlight) out; layout(blend_support_difference) out; layout(blend_support_exclusion) out; layout(blend_support_hsl_hue) out; layout(blend_support_hsl_saturation) out; layout(blend_support_hsl_color) out; layout(blend_support_hsl_luminosity) out; layout(blend_support_all_equations) out; layout(blend_support_hsl_luminosity) out; // okay to repeat layout(blend_support_hsl_luminosity) in; // ERROR, only on "out" layout(blend_support_hsl_luminosity) out vec4; // ERROR, only on standalone layout(blend_support_hsl_luminosity) out vec4 badout; // ERROR, only on standalone layout(blend_support_hsl_luminosity) struct badS {int i;}; // ERROR, only on standalone layout(blend_support_hsl_luminosity) void blendFoo() { } // ERROR, only on standalone void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone layout(blend_support_flizbit) out; // ERROR, no flizbit out vec4 outAA[2][2]; // ERROR