#version 450 uniform sampler s; // ERROR, no binding uniform sampler sA[4]; // ERROR, no binding uniform texture2D t2d; // ERROR, no binding uniform texture3D t3d[4]; // ERROR, no binding int i; uniform samplerShadow sShadow; uniform texture3D t3d5[5]; writeonly uniform image2D i2d; void badConst() { sampler2D(t2d); // ERROR, need 2 args sampler2D(s, s); // ERROR, wrong type sampler2D(i, i); // ERROR, wrong type sampler2D(t2d, i); // ERROR, wrong type sampler2D(t2d, t2d); // ERROR, wrong type sampler2D(t2d, sA); // ERROR, wrong type sampler3D[4](t3d5, sA[2]); // ERROR, can't make array sampler2D(i2d, s); // ERROR, image instead of texture sampler2D(t3d[1], s); // ERROR, 3D not 2D sampler2D(t2d, sShadow); sampler2DShadow(t2d, s); } sampler2D s2D = sampler2D(t2d, s); // ERROR, no sampler constructor sampler3D s3d[4] = sampler3D[4](t3d, sA[2]); // ERROR, no sampler constructor out vec4 color; // ERROR, no location void main() { color = texture(s2D, vec2(0.5)); color += texture(s3d[i], vec3(0.5)); } layout(push_constant) buffer pcb { // ERROR, not on a buffer int a; } pcbInst; layout(push_constant) uniform float pcfloat; // ERROR 2X: not on a non-block, and non-opaque outside block layout(push_constant) uniform; // ERROR, needs an object layout(std430, push_constant) uniform pcb1 { int a; } pcb1inst; layout(push_constant) uniform pcb2 { int a; }; // Okay now to have no instance name layout(input_attachment_index = 2) uniform subpassInput subD; layout(input_attachment_index = 3) uniform texture2D subDbad1; // ERROR, not a texture layout(input_attachment_index = 4) writeonly uniform image2D subDbad2; // ERROR, not an image uniform subpassInput subDbad3; // ERROR, need attachment number layout(input_attachment_index = 2) uniform subpassInputMS subDMS; void foo() { vec4 v = subpassLoad(subD); v += subpassLoadMS(subD); // ERROR, no such function v += subpassLoad(subD, 2); // ERROR, no such sig. v += subpassLoad(subDMS, 2); v += subpassLoadMS(subDMS, 2); // ERROR, no such function } subroutine int fooS; // ERROR, not in SPV subroutine int fooSub(); // ERROR, not in SPV uniform vec4 dv4; // ERROR, no default uniforms void fooTex() { texture(t2d, vec2(1.0)); // ERROR, need a sampler, not a pure texture imageStore(t2d, ivec2(4, 5), vec4(1.2)); // ERROR, need an image, not a pure texture } precision highp float; layout(location=0) in vec2 vTexCoord; layout(location=0) out vec4 FragColor; vec4 userTexture(mediump sampler2D samp, vec2 coord) { return texture(samp, coord); } bool cond; void callUserTexture() { userTexture(sampler2D(t2d,s), vTexCoord); // ERROR, not point of use userTexture((sampler2D(t2d,s)), vTexCoord); // ERROR, not point of use userTexture((sampler2D(t2d,s), sampler2D(t2d,s)), vTexCoord); // ERROR, not point of use userTexture(cond ? sampler2D(t2d,s) : sampler2D(t2d,s), vTexCoord); // ERROR, no ?:, not point of use gl_NumSamples; // ERROR, not for Vulkan } void noise() { noise1(dv4); noise2(4.0); noise3(vec2(3)); noise4(dv4); }