These have long since moved to piglit and aren't useful to have here.
+++ /dev/null
-#version 120
-/* FAIL - array size type must be int */
-uniform vec4 [3.2] a;
+++ /dev/null
-#version 120
-/* FAIL - array size type must be scalar */
-uniform vec4 [ivec4(3)] a;
+++ /dev/null
-#version 120
-/* PASS */
-uniform vec4 [3] a;
+++ /dev/null
-/* FAIL - array size type must be int */
-uniform vec4 a[3.2];
+++ /dev/null
-/* FAIL - array size type must be scalar */
-uniform vec4 a[ivec4(3)];
+++ /dev/null
-/* PASS */
-uniform vec4 a[3];
+++ /dev/null
-/* FAIL - array size must be > 0 */
-uniform vec4 a[0];
+++ /dev/null
-/* FAIL - array size must be > 0 */
-uniform vec4 a[-1];
+++ /dev/null
-#version 120
-/* PASS */
-
-void main()
-{
- vec4 a[2] = vec4 [2] (vec4(1.0), vec4(2.0));
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL - array constructors forbidden in GLSL 1.10
- *
- * This can also generate an error because the 'vec4[]' style syntax is
- * illegal in GLSL 1.10.
- */
-void main()
-{
- vec4 a[2] = vec4 [2] (vec4(1.0), vec4(2.0));
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* PASS */
-
-void main()
-{
- vec4 a[] = vec4 [] (vec4(1.0), vec4(2.0));
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* FAIL - array must have an implicit or explicit size */
-
-void main()
-{
- vec4 a[];
-
- a = vec4 [2] (vec4(1.0), vec4(2.0));
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* PASS */
-
-void main()
-{
- vec4 a[2];
-
- a = vec4 [] (vec4(1.0), vec4(2.0));
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL - attribute cannot have type int */
-attribute int i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type ivec2 */
-attribute ivec2 i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type ivec3 */
-attribute ivec3 i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type ivec4 */
-attribute ivec4 i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type bool */
-attribute bool i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type bvec2 */
-attribute bvec2 i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type bvec3 */
-attribute bvec3 i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have type bvec4 */
-attribute bvec4 i;
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - attribute cannot have array type in GLSL 1.10 */
-attribute vec4 i[10];
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-#version 120
-/* FAIL - attribute cannot have array type in GLSL 1.20 */
-attribute vec4 i[10];
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-#version 130
-/* FAIL - attribute cannot have array type in GLSL 1.30 */
-attribute vec4 i[10];
-
-void main()
-{
- gl_Position = vec4(1.0);
-}
+++ /dev/null
-/* FAIL - :? condition is not bool scalar */
-
-uniform bvec4 a;
-
-void main()
-{
- gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* FAIL - :? condition is not bool scalar */
-
-uniform float a;
-
-void main()
-{
- gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* PASS */
-
-uniform bool a;
-
-void main()
-{
- gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* FAIL - type of second two operands must match */
-
-uniform bool a;
-
-void main()
-{
- gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
-}
+++ /dev/null
-#version 120
-/* PASS */
-
-uniform bool a;
-uniform int b;
-
-void main()
-{
- float x;
-
- x = (a) ? 2.0 : b;
- gl_Position = vec4(x);
-}
+++ /dev/null
-/* PASS */
-
-void main()
-{
- gl_Position = vec4(1.0, 1.0, 1.0, 0.0);;
-}
+++ /dev/null
-/* FAIL - cannot construct samplers */
-void main()
-{
- int i;
-
- i = sampler2D(0);
-}
+++ /dev/null
-/* FAIL - cannot construct a matrix from a matrix in GLSL 1.10 */
-
-uniform mat2 a;
-
-void main()
-{
- mat2 b;
-
- b = mat2(a);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* FAIL - matrix must be only parameter to matrix constructor */
-
-uniform mat2 a;
-uniform float x;
-
-void main()
-{
- mat2 b;
-
- b = mat2(a, x);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL - too few components supplied to constructor */
-
-uniform vec2 a;
-uniform float x;
-
-void main()
-{
- mat2 b;
-
- b = mat2(a, x);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* PASS */
-
-uniform mat2 a;
-
-void main()
-{
- mat2 b;
-
- b = mat2(a);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* PASS */
-
-uniform ivec2 a;
-uniform ivec2 b;
-
-void main()
-{
- mat2 c;
-
- c = mat2(a, b);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* PASS */
-
-uniform float a;
-uniform float b;
-
-void main()
-{
- ivec2 c;
-
- c = ivec2(a, b);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* PASS */
-
-uniform int a;
-uniform float b;
-uniform bool c;
-
-void main()
-{
- float x;
- int y;
- bool z;
-
- x = float(a);
- x = float(b);
- x = float(c);
-
- y = int(a);
- y = int(b);
- y = int(c);
-
- z = bool(a);
- z = bool(b);
- z = bool(c);
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL - no function named 'foo' exists */
-
-vec4 bar(float x, float y, float z, float w)
-{
- vec4 v;
- v.x = x;
- v.y = y;
- v.z = z;
- v.w = w;
- return v;
-}
-
-void main()
-{
- gl_Position = foo(1.0, 1.0, 1.0, 0.0);
-}
+++ /dev/null
-/* FAIL - no version of 'foo' matches the call to 'foo' */
-
-vec4 foo(float x, float y, float z, float w)
-{
- vec4 v;
- v.x = x;
- v.y = y;
- v.z = z;
- v.w = w;
- return v;
-}
-
-void main()
-{
- gl_Position = foo(1.0, 1.0, 1.0);
-}
+++ /dev/null
-/* PASS */
-
-vec4 foo(in float x, in float y, float z, float w)
-{
- vec4 v;
- v.x = x;
- v.y = y;
- v.z = z;
- v.w = w;
- return v;
-}
-
-void main()
-{
- gl_Position = foo(1.0, 1.0, 1.0, 0.0);
-}
+++ /dev/null
-/* FAIL - type mismatch in assignment */
-
-vec3 foo(float x, float y, float z)
-{
- vec3 v;
- v.x = x;
- v.y = y;
- v.z = z;
- return v;
-}
-
-void main()
-{
- gl_Position = foo(1.0, 1.0, 1.0);
-}
+++ /dev/null
-/* PASS */
-
-vec4 foo(in float x, in float y, float z, float w)
-{
- vec4 v;
- v.x = x;
- v.y = y;
- v.z = z;
- v.w = w;
- return v;
-}
-
-vec4 foo(in float x)
-{
- vec4 v;
- v.x = x;
- v.y = x;
- v.z = x;
- v.w = x;
-}
-
-void main()
-{
- gl_Position = foo(1.0, 1.0, 1.0, 0.0);
- gl_Position = foo(2.0);
-}
+++ /dev/null
-/* FAIL - if-statement condition is not bool scalar */
-
-uniform bvec4 a;
-
-void main()
-{
- if (a)
- gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
- else
- gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* FAIL - if-statement condition is not bool scalar */
-
-uniform float a;
-
-void main()
-{
- if (a)
- gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
- else
- gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* PASS */
-
-uniform bool a;
-
-void main()
-{
- if (a)
- gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
- else
- gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* PASS */
-
-uniform bvec4 a;
-
-void main()
-{
- if (a.x)
- gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
- else
- gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
-}
+++ /dev/null
-/* FAIL - non-square matrices are not available in GLSL 1.10 */
-
-void main()
-{
- mat2x3 m;
-}
+++ /dev/null
-/* FAIL - non-square matrices are not available in GLSL 1.10 */
-
-void main()
-{
- mat2x4 m;
-}
+++ /dev/null
-/* FAIL - non-square matrices are not available in GLSL 1.10 */
-
-void main()
-{
- mat3x2 m;
-}
+++ /dev/null
-/* FAIL - non-square matrices are not available in GLSL 1.10 */
-
-void main()
-{
- mat3x4 m;
-}
+++ /dev/null
-/* FAIL - non-square matrices are not available in GLSL 1.10 */
-
-void main()
-{
- mat4x2 m;
-}
+++ /dev/null
-/* FAIL - non-square matrices are not available in GLSL 1.10 */
-
-void main()
-{
- mat4x3 m;
-}
+++ /dev/null
-/* PASS */
-
-uniform mat2 a;
-uniform mat2 b;
-uniform mat2 c;
-uniform mat2 d;
-uniform mat3 e;
-uniform mat3 f;
-uniform mat3 g;
-uniform mat3 h;
-uniform mat4 i;
-uniform mat4 j;
-uniform mat4 k;
-uniform mat4 l;
-
-void main()
-{
- mat2 x;
- mat3 y;
- mat4 z;
-
- x = a * b + c / d;
- y = e * f + g / h;
- z = i * j + k / l;
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* PASS */
-
-uniform mat2x3 a;
-uniform mat3x2 b;
-uniform mat3x3 c;
-uniform mat3x3 d;
-
-void main()
-{
- mat3x3 x;
-
- /* Multiplying a 2 column, 3 row matrix with a 3 column, 2 row matrix
- * results in a 3 column, 3 row matrix.
- */
- x = (a * b) + c / d;
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL - matrix-to-matrix constructors are not available in GLSL 1.10 */
-
-uniform mat3 a;
-
-void main()
-{
- mat2 m;
-
- m = mat2(a);
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-#version 120
-/* PASS */
-
-uniform mat3 a;
-
-void main()
-{
- mat2 m;
-
- m = mat2(a);
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL: redefinition of a() */
-
-void a()
-{
- ;
-}
-
-void a()
-{
- ;
-}
+++ /dev/null
-/* PASS */
-
-void a()
-{
- ;
-}
-
-void a(float x)
-{
- ;
-}
+++ /dev/null
-/* FAIL - x is redeclared in the function body at the same scope as the
- * parameter
- */
-void a(float x, float y)
-{
- float x;
-
- x = y;
-}
+++ /dev/null
-#version 130
-/* FAIL - inout only allowed in parameter list */
-inout vec4 foo;
+++ /dev/null
-/* FAIL - in only allowed in parameter list in GLSL 1.10 */
-in foo;
+++ /dev/null
-/* FAIL - out only allowed in parameter list in GLSL 1.10 */
-out vec4 foo;
+++ /dev/null
-#version 130
-/* PASS */
-in vec4 foo;
+++ /dev/null
-#version 130
-/* PASS */
-out vec4 foo;
+++ /dev/null
-/* FAIL - in only allowed in parameter list in GLSL 1.10 */
-void main()
-{
- in vec4 foo;
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* FAIL - out only allowed in parameter list in GLSL 1.10 */
-void main()
-{
- out vec4 foo;
-
- gl_Position = gl_Vertex;
-}
+++ /dev/null
-/* PASS */
-#version 120
-
-void main()
-{
- float a;
- vec4 b;
-
- b.x = 6.0;
- a = b.x;
-}
+++ /dev/null
-/* FAIL: assignment of a vec2 to a float */
-#version 120
-
-void main()
-{
- float a;
- vec4 b;
-
- b.x = 6.0;
- a = b.xy;
-}
+++ /dev/null
-/* FAIL - cannot declare a variable as having type `void' */
-void foo;