94 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 450 core
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in float in1;
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in vec2 in2;
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in vec3 in3;
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in vec4 in4;
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void main()
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{
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    vec2 v2 = dFdxFine(in2);
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    vec3 v3 = dFdyCoarse(in3);
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    vec4 v4 = fwidth(in4);
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    v4 = dFdyFine(in4);
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    v3 = dFdyFine(in3);
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    float f = dFdx(in1) + dFdxFine(in1) + dFdxCoarse(in1);
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    v4 = fwidthCoarse(in4) + fwidthFine(in4);
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    float cull = gl_CullDistance[2];
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    float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances + gl_MaxSamples;
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    if (gl_HelperInvocation)
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        ++v4;
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    int sum = gl_MaxVertexImageUniforms +
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              gl_MaxFragmentImageUniforms +
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              gl_MaxComputeImageUniforms +
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              gl_MaxCombinedImageUniforms +
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              gl_MaxCombinedShaderOutputResources;
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    bool b1, b3, b;
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    uint uin;
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    bvec2 b2 = mix(bvec2(b1), bvec2(b3), bvec2(b));
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    uint um = mix(uin, uin, b);
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    ivec3 im3 = mix(ivec3(uin), ivec3(uin), bvec3(b));
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}
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uniform sampler2DMS s2dms;
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uniform usampler2DMSArray us2dmsa;
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layout(rgba32i) uniform iimage2DMS ii2dms;
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layout(rgba32f) uniform image2DMSArray i2dmsa;
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void foo()
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{
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    int s = textureSamples(s2dms);
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    s += textureSamples(us2dmsa);
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    s += imageSamples(ii2dms);
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    s += imageSamples(i2dmsa);
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    float f = imageAtomicExchange(i2dmsa, ivec3(in3), 2, 4.5);
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}
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#extension GL_ARB_sparse_texture2: enable
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uniform sampler2D               s2D;
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uniform isampler2DArray         is2DArray;
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uniform sampler2DRectShadow     s2DRectShadow;
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in flat ivec2 offsets[4];
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in vec2 c2;
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in vec3 c3;
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void testOffsets()
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{
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    vec4  texel  = vec4(0.0);
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    ivec4 itexel = ivec4(0);
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    const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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    sparseTextureGatherOffsetsARB(s2D, c2, constOffsets, texel);
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    sparseTextureGatherOffsetsARB(is2DArray, c3, constOffsets, itexel, 2);
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    sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, constOffsets, texel);
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    sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel); // Error : Non constant offsets
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    sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2); // Error : Non constant offsets
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    sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel); // Error : Non constant offsets
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}
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in float gl_CullDistance[6];
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float cull(int i)
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{
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    return (i >= 6) ? gl_CullDistance[5] : gl_CullDistance[i];
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}
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layout(location = 6) in bName1 {
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    float f;
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    layout(location = 7) float g;
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    mat4 m;
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} bInst1;
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layout(location = 12) in bName2 {
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    float f;
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    layout(location = 13) float g;  // ERROR, location on array
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} bInst2[3];
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layout(early_fragment_tests) in float f; // ERROR, must be standalone
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