1#version 440
2
3// Note 'location' tests for enhanced layouts are in 330.frag
4
5layout(location = 2, component = 2) in vec2 a;
6layout(location = 2, component = 1) in float b;
7
8layout(location = 3, component = 2) in vec3 c;      // ERROR: c overflows components 2 and 3
9
10layout(location = 0, component = 3) in float d[4];
11
12layout(location = 4, component = 0) in vec3 e[5];
13layout(location = 4, component = 3) in float f[5];
14
15layout(location = 9, component = 4) in float g[6];   // ERROR, component too big
16
17layout(location = 4, component = 2) in vec2 h;       // component overlap okay for vertex in
18
19layout(location = 3, component = 2) out vec2 i;
20layout(location = 3, component = 0) out vec2 j;
21
22layout(location = 4, component = 2) out vec2 k;
23layout(location = 4, component = 2) out vec2 m;      // ERROR, component overlap
24
25layout(location = 2, component = 2) out vec2 n;
26layout(location = 2, component = 0) out vec3 p;      // ERROR, component overlap
27
28layout(location = 10, component = 3) out float q[6];
29layout(location = 10, component = 0) out vec3 r[6];
30
31layout(location = 15, component = 3) out float s;    // ERROR, overlap
32layout(location = 10, component = 1) out float t;    // ERROR, overlap
33
34layout(location = 20, component = 2) out float u;
35layout(location = 20, component = 0) out float v;
36layout(location = 20, component = 3) out float w;
37layout(location = 20, component = 1) out vec2 x;     // ERROR, overlap
38
39layout(location = 30, component = 3) out vec2 y;     // ERROR, goes to component 4
40layout(location = 31, component = 1) out vec4 z;     // ERROR, goes to component 4
41
42layout(location = 32, component = 1) out mat4 ba;               // ERROR
43layout(location = 33, component = 1) out struct S {int a;} Ss;  // ERROR
44layout(location = 34, component = 1) out bn { int a;} bb;       // ERROR
45
46layout(component = 1) out float bc;    // ERROR, no location
47
48out blockname {
49    layout(location = 40, component = 2) out float u;
50    layout(location = 40, component = 0) out float v;
51    layout(location = 40, component = 3) out float w;
52    layout(location = 40, component = 1) out vec2 x;     // ERROR, overlap
53
54    layout(location = 41, component = 3) out vec2 y;     // ERROR, goes to component 4
55    layout(location = 42, component = 1) out vec4 z;     // ERROR, goes to component 4
56
57    layout(location = 42, component = 1) out mat4 ba;    // ERROR
58    layout(location = 43, component = 1) out S Ss;       // ERROR
59} bd;
60
61layout(location = 1, component = 1) out;                 // ERROR, no global setting
62
63layout(location = 50, component = 3) out int be;
64layout(location = 50, component = 0) out vec3 bf;
65
66layout(location = 51, component = 1) out double dfo;     // ERROR, odd component
67layout(location = 52, component = 2) out dvec2 dvo;      // ERROR, overflow
68layout(location = 53) out double dfo2;
69layout(location = 53, component = 2) out vec2 ffv2;      // okay, fits
70layout(location = 54) out dvec4 dvec4out;                // uses up location 55 too
71layout(location = 55) out float overf;                   // ERROR, collides with previous dvec4
72layout(location = 56, component = 1) out vec2 df2o;
73layout(location = 56, component = 3) out float sf2o;
74layout(location = 57, component = 2) out vec2 dv3o;
75layout(location = 57, component = 3) out float sf4o;     // ERROR, overlapping component
76layout(location=58) out flat dvec3 dv3o2;                // uses part of location 59
77layout(location=59, component=2) out flat double dfo3;   // okay, fits
78layout(location=59, component=0) out flat double dfo4;   // ERROR, overlaps the dvec3 in starting in 58
79
80out bblck1 {
81    vec4 bbv;
82} bbinst1;
83
84out bblck2 {
85    layout(xfb_offset=64) vec4 bbv;
86} bbinst2;
87
88layout(xfb_buffer = 3, xfb_stride = 64) out;  // default buffer is 3
89
90out bblck3 {
91    layout(xfb_offset=16) vec4 bbv;  // in xfb_buffer 3
92} bbinst3;
93
94uniform ubblck3 {
95    layout(xfb_offset=16) vec4 bbv;  // ERROR, not in a uniform
96} ubbinst3;
97
98layout(xfb_buffer=2, xfb_offset=48, xfb_stride=80) out vec4 bg;
99layout(              xfb_offset=32, xfb_stride=64) out vec4 bh;
100
101layout(xfb_offset=48) out; // ERROR
102
103layout(xfb_stride=80, xfb_buffer=2, xfb_offset=16) out bblck4 {
104    vec4 bbv1;
105    vec4 bbv2;
106} bbinst4;
107
108out bblck5 {
109    layout(xfb_offset=0) vec4 bbv1;
110    layout(xfb_stride=64, xfb_buffer=3, xfb_offset=48) vec4 bbv2;
111    layout(xfb_buffer=2) vec4 bbv3;                               // ERROR, wrong buffer
112} bbinst5;
113
114out layout(xfb_buffer=2) bblck6 {
115    layout(xfb_offset=0) vec4 bbv1;
116    layout(xfb_stride=64, xfb_buffer=3, xfb_offset=32) vec4 bbv2; // ERROR, overlap 32 from bh, and buffer contradiction
117    layout(xfb_buffer=2, xfb_offset=0) vec4 bbv3;                 // ERROR, overlap 0 from bbinst5
118    layout(xfb_buffer=2) vec4 bbv5;
119    layout(xfb_offset=24) float bbf6;                             // ERROR, overlap 24 from bbv1 in bbinst4
120} bbinst6;
121
122layout(xfb_stride=48) out;                   // ERROR, stride of buffer 3
123
124layout(xfb_buffer=1) out;  // default buffer is 1
125layout(xfb_offset=4) out float bj;
126layout(xfb_offset=0) out ivec2 bk;           // ERROR, overlap 4
127
128layout(xfb_buffer=3, xfb_stride=48) out;     // ERROR, stride of buffer 3 (default is now 3)
129layout(xfb_stride=48) out float bl;          // ERROR, stride of buffer 3
130
131layout(xfb_stride=48) out bblck7 {           // ERROR, stride of buffer 3
132    layout(xfb_stride=64) vec4 bbv1;
133    layout(xfb_stride=32) vec4 bbv2;         // ERROR, stride of buffer 3
134} bbinst7;
135
136struct S5 {
137    int i;    // 4 bytes plus 4 byte hole
138    double d; // 8 bytes
139    float f;  // 4 bytes
140};  // total size = 20
141
142struct T {
143    bool b;   // 4 plus 4 byte hole
144    S5 s;     // 20
145    vec2 v2;  // 8
146};  // total size = 36
147
148out layout(xfb_buffer=0, xfb_offset=0, xfb_stride=92) bblck8 {  // ERROR, stride not multiple of 8
149    bool b;    // offset 0
150    T t;       // offset 8, size 40
151    int i;     // offset 40 + 4 = 48
152    mat3x3 m3; // offset 52
153    float f;   // offset 52 + 9*4 = 88
154    float g;   // ERROR, overflow stride
155} bbinst8;
156
157out layout(xfb_buffer=4) bblck9 {
158    layout(xfb_offset=1) bool b;     // ERROR
159    layout(xfb_offset=12) T t;       // ERROR
160    layout(xfb_offset=52) mat3x3 m3; // non-multiple of 8 okay
161    layout(xfb_offset=90) int i;     // ERROR
162    layout(xfb_offset=98) double d;  // ERROR
163    layout(xfb_offset=108) S s;      // non-multiple of 8 okay
164} bbinst9;
165
166layout(xfb_buffer=5, xfb_stride=6) out;     // link ERROR, stride not multiple of 4
167layout(xfb_offset=0) out float bm;
168
169layout(xfb_buffer=6, xfb_stride=2000) out;  // ERROR, stride too big
170
171out layout(xfb_buffer=7, xfb_offset=0) bblck10 {  // link ERROR, implicit stride too big
172    dmat4x4 m1;
173    dmat4x4 m2;
174    float f;
175} bbinst10;
176
177layout(xfb_buffer = 3) out;
178layout(xfb_offset = 32) out gl_PerVertex {
179    layout(xfb_buffer = 2) float gl_PointSize; // ERROR, change in xfb_buffer
180    vec4 gl_Position;
181};
182
183int drawParamsBad()
184{
185    return gl_BaseVertexARB + gl_BaseInstanceARB + gl_DrawIDARB; // ERROR, extension not requested
186}
187
188#extension GL_ARB_shader_draw_parameters: enable
189
190int drawParams()
191{
192    return gl_BaseVertexARB + gl_BaseInstanceARB + gl_DrawIDARB;
193    gl_BaseVertexARB = 3;       // ERROR, can't write to shader 'in'
194    gl_BaseInstanceARB = 3;     // ERROR, can't write to shader 'in'
195    gl_DrawIDARB = 3;           // ERROR, can't write to shader 'in'
196    glBaseInstanceARB;          // ERROR, not defined
197}
198