SPIRV-Cross/shaders-msl/vulkan/frag/spec-constant.vk.frag

68 lines
2.1 KiB
GLSL
Raw Normal View History

#version 310 es
precision mediump float;
layout(location = 0) out vec4 FragColor;
layout(constant_id = 1) const float a = 1.0;
layout(constant_id = 2) const float b = 2.0;
layout(constant_id = 3) const int c = 3;
layout(constant_id = 4) const int d = 4;
layout(constant_id = 5) const uint e = 5u;
layout(constant_id = 6) const uint f = 6u;
layout(constant_id = 7) const bool g = false;
layout(constant_id = 8) const bool h = true;
// glslang doesn't seem to support partial spec constants or composites yet, so only test the basics.
void main()
{
float t0 = a;
float t1 = b;
uint c0 = uint(c); // OpIAdd with different types.
// FConvert, float-to-double.
int c1 = -c; // SNegate
int c2 = ~c; // OpNot
int c3 = c + d; // OpIAdd
int c4 = c - d; // OpISub
int c5 = c * d; // OpIMul
int c6 = c / d; // OpSDiv
uint c7 = e / f; // OpUDiv
int c8 = c % d; // OpSMod
uint c9 = e % f; // OpUMod
// TODO: OpSRem, any way to access this in GLSL?
int c10 = c >> d; // OpShiftRightArithmetic
uint c11 = e >> f; // OpShiftRightLogical
int c12 = c << d; // OpShiftLeftLogical
int c13 = c | d; // OpBitwiseOr
int c14 = c ^ d; // OpBitwiseXor
int c15 = c & d; // OpBitwiseAnd
// VectorShuffle, CompositeExtract, CompositeInsert, not testable atm.
bool c16 = g || h; // OpLogicalOr
bool c17 = g && h; // OpLogicalAnd
bool c18 = !g; // OpLogicalNot
bool c19 = g == h; // OpLogicalEqual
bool c20 = g != h; // OpLogicalNotEqual
// OpSelect not testable atm.
bool c21 = c == d; // OpIEqual
bool c22 = c != d; // OpINotEqual
bool c23 = c < d; // OpSLessThan
bool c24 = e < f; // OpULessThan
bool c25 = c > d; // OpSGreaterThan
bool c26 = e > f; // OpUGreaterThan
bool c27 = c <= d; // OpSLessThanEqual
bool c28 = e <= f; // OpULessThanEqual
bool c29 = c >= d; // OpSGreaterThanEqual
bool c30 = e >= f; // OpUGreaterThanEqual
// OpQuantizeToF16 not testable atm.
int c31 = c8 + c3;
int c32 = int(e); // OpIAdd with different types.
bool c33 = bool(c); // int -> bool
bool c34 = bool(e); // uint -> bool
int c35 = int(g); // bool -> int
uint c36 = uint(g); // bool -> uint
float c37 = float(g); // bool -> float
FragColor = vec4(t0 + t1);
}