Deal with depth_greater/depth_less qualifiers.
Adds support on HLSL SM 5.0, and fixes bug on GLSL. Makes sure early fragment tests is tested on MSL as well.
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b778e16e48
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19
reference/opt/shaders-hlsl/frag/depth-greater-than.frag
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19
reference/opt/shaders-hlsl/frag/depth-greater-than.frag
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@ -0,0 +1,19 @@
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static float gl_FragDepth;
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struct SPIRV_Cross_Output
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{
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float gl_FragDepth : SV_DepthGreaterEqual;
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};
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void frag_main()
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{
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gl_FragDepth = 0.5f;
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}
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[earlydepthstencil]
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_FragDepth = gl_FragDepth;
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return stage_output;
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}
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19
reference/opt/shaders-hlsl/frag/depth-less-than.frag
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reference/opt/shaders-hlsl/frag/depth-less-than.frag
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static float gl_FragDepth;
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struct SPIRV_Cross_Output
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{
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float gl_FragDepth : SV_DepthLessEqual;
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};
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void frag_main()
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{
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gl_FragDepth = 0.5f;
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}
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[earlydepthstencil]
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_FragDepth = gl_FragDepth;
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return stage_output;
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}
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17
reference/opt/shaders-msl/frag/depth-greater-than.frag
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reference/opt/shaders-msl/frag/depth-greater-than.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float gl_FragDepth [[depth(greater)]];
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};
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[[ early_fragment_tests ]] fragment main0_out main0()
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{
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main0_out out = {};
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out.gl_FragDepth = 0.5;
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return out;
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}
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17
reference/opt/shaders-msl/frag/depth-less-than.frag
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reference/opt/shaders-msl/frag/depth-less-than.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float gl_FragDepth [[depth(less)]];
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};
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[[ early_fragment_tests ]] fragment main0_out main0()
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{
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main0_out out = {};
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out.gl_FragDepth = 0.5;
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return out;
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}
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@ -0,0 +1,9 @@
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#version 450
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layout(depth_greater) out float gl_FragDepth;
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layout(early_fragment_tests) in;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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@ -0,0 +1,9 @@
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#version 450
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layout(depth_less) out float gl_FragDepth;
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layout(early_fragment_tests) in;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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19
reference/shaders-hlsl/frag/depth-greater-than.frag
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reference/shaders-hlsl/frag/depth-greater-than.frag
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static float gl_FragDepth;
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struct SPIRV_Cross_Output
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{
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float gl_FragDepth : SV_DepthGreaterEqual;
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};
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void frag_main()
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{
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gl_FragDepth = 0.5f;
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}
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[earlydepthstencil]
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_FragDepth = gl_FragDepth;
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return stage_output;
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}
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19
reference/shaders-hlsl/frag/depth-less-than.frag
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reference/shaders-hlsl/frag/depth-less-than.frag
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@ -0,0 +1,19 @@
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static float gl_FragDepth;
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struct SPIRV_Cross_Output
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{
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float gl_FragDepth : SV_DepthLessEqual;
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};
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void frag_main()
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{
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gl_FragDepth = 0.5f;
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}
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[earlydepthstencil]
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_FragDepth = gl_FragDepth;
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return stage_output;
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}
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17
reference/shaders-msl/frag/depth-greater-than.frag
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reference/shaders-msl/frag/depth-greater-than.frag
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@ -0,0 +1,17 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float gl_FragDepth [[depth(greater)]];
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};
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[[ early_fragment_tests ]] fragment main0_out main0()
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{
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main0_out out = {};
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out.gl_FragDepth = 0.5;
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return out;
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}
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reference/shaders-msl/frag/depth-less-than.frag
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reference/shaders-msl/frag/depth-less-than.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float gl_FragDepth [[depth(less)]];
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};
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[[ early_fragment_tests ]] fragment main0_out main0()
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{
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main0_out out = {};
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out.gl_FragDepth = 0.5;
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return out;
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}
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@ -0,0 +1,9 @@
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#version 450
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layout(depth_greater) out float gl_FragDepth;
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layout(early_fragment_tests) in;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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@ -0,0 +1,9 @@
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#version 450
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layout(depth_less) out float gl_FragDepth;
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layout(early_fragment_tests) in;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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8
shaders-hlsl/frag/depth-greater-than.frag
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8
shaders-hlsl/frag/depth-greater-than.frag
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#version 450
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layout(early_fragment_tests) in;
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layout(depth_greater) out float gl_FragDepth;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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8
shaders-hlsl/frag/depth-less-than.frag
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8
shaders-hlsl/frag/depth-less-than.frag
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#version 450
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layout(early_fragment_tests) in;
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layout(depth_less) out float gl_FragDepth;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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8
shaders-msl/frag/depth-greater-than.frag
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8
shaders-msl/frag/depth-greater-than.frag
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#version 450
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layout(early_fragment_tests) in;
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layout(depth_greater) out float gl_FragDepth;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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8
shaders-msl/frag/depth-less-than.frag
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8
shaders-msl/frag/depth-less-than.frag
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#version 450
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layout(early_fragment_tests) in;
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layout(depth_less) out float gl_FragDepth;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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#version 450
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layout(early_fragment_tests) in;
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layout(depth_greater) out float gl_FragDepth;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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8
shaders/desktop-only/frag/depth-less-than.desktop.frag
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8
shaders/desktop-only/frag/depth-less-than.desktop.frag
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#version 450
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layout(early_fragment_tests) in;
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layout(depth_less) out float gl_FragDepth;
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void main()
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{
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gl_FragDepth = 0.5;
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}
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@ -678,10 +678,11 @@ void CompilerGLSL::emit_header()
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if (execution.flags.get(ExecutionModeEarlyFragmentTests))
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inputs.push_back("early_fragment_tests");
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if (execution.flags.get(ExecutionModeDepthGreater))
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inputs.push_back("depth_greater");
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if (execution.flags.get(ExecutionModeDepthLess))
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inputs.push_back("depth_less");
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if (!options.es && execution.flags.get(ExecutionModeDepthGreater))
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statement("layout(depth_greater) out float gl_FragDepth;");
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else if (!options.es && execution.flags.get(ExecutionModeDepthLess))
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statement("layout(depth_less) out float gl_FragDepth;");
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break;
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@ -494,6 +494,8 @@ const char *CompilerHLSL::to_storage_qualifiers_glsl(const SPIRVariable &var)
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void CompilerHLSL::emit_builtin_outputs_in_struct()
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{
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auto &execution = get_entry_point();
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bool legacy = hlsl_options.shader_model <= 30;
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active_output_builtins.for_each_bit([&](uint32_t i) {
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const char *type = nullptr;
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@ -508,7 +510,19 @@ void CompilerHLSL::emit_builtin_outputs_in_struct()
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case BuiltInFragDepth:
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type = "float";
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semantic = legacy ? "DEPTH" : "SV_Depth";
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if (legacy)
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{
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semantic = "DEPTH";
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}
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else
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{
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if (hlsl_options.shader_model >= 50 && execution.flags.get(ExecutionModeDepthGreater))
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semantic = "SV_DepthGreaterEqual";
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else if (hlsl_options.shader_model >= 50 && execution.flags.get(ExecutionModeDepthLess))
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semantic = "SV_DepthLessEqual";
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else
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semantic = "SV_Depth";
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}
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break;
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case BuiltInClipDistance:
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