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// [config]
// expect_result: pass
// glsl_version: 1.50
// require_extensions: GL_ARB_tessellation_shader
// check_link: true
// [end config]
/**
* ARB_tessellation_shader imposes tight restrictions on where calls to the
* built-in function barrier() may appear.
*
* If the app provides its own function named 'barrier', then the usual suppression
* of the builtin function should apply, and the app-provided function should be
* freely callable in any context.
*/
#version 150
#extension GL_ARB_tessellation_shader: require
layout(vertices = 3) out;
void barrier() {} /* suppresses the builtin */
void calls_barrier() {
barrier(); /* in non-main OK */
}
void main() {
gl_out[gl_InvocationID].gl_Position = vec4(0.0);
for (int i = 0; i < 3; i++)
barrier(); /* in loops OK */
calls_barrier();
gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
gl_TessLevelInner = float[2](1.0, 1.0);
if (gl_in[0].gl_Position.x < 0) {
barrier(); /* in control flow OK */
return;
}
barrier(); /* after return OK */
}
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