e7bf8d2f48
Makes maintenance easier with less clutter.
78 lines
2.3 KiB
GLSL
78 lines
2.3 KiB
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 FragColor;
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layout(constant_id = 1) const float a = 1.0;
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layout(constant_id = 2) const float b = 2.0;
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layout(constant_id = 3) const int c = 3;
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layout(constant_id = 4) const int d = 4;
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layout(constant_id = 5) const uint e = 5u;
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layout(constant_id = 6) const uint f = 6u;
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layout(constant_id = 7) const bool g = false;
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layout(constant_id = 8) const bool h = true;
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// glslang doesn't seem to support partial spec constants or composites yet, so only test the basics.
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struct Foo
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{
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float elems[d + 2];
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};
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void main()
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{
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float t0 = a;
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float t1 = b;
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uint c0 = uint(c); // OpIAdd with different types.
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// FConvert, float-to-double.
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int c1 = -c; // SNegate
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int c2 = ~c; // OpNot
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int c3 = c + d; // OpIAdd
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int c4 = c - d; // OpISub
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int c5 = c * d; // OpIMul
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int c6 = c / d; // OpSDiv
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uint c7 = e / f; // OpUDiv
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int c8 = c % d; // OpSMod
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uint c9 = e % f; // OpUMod
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// TODO: OpSRem, any way to access this in GLSL?
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int c10 = c >> d; // OpShiftRightArithmetic
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uint c11 = e >> f; // OpShiftRightLogical
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int c12 = c << d; // OpShiftLeftLogical
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int c13 = c | d; // OpBitwiseOr
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int c14 = c ^ d; // OpBitwiseXor
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int c15 = c & d; // OpBitwiseAnd
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// VectorShuffle, CompositeExtract, CompositeInsert, not testable atm.
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bool c16 = g || h; // OpLogicalOr
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bool c17 = g && h; // OpLogicalAnd
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bool c18 = !g; // OpLogicalNot
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bool c19 = g == h; // OpLogicalEqual
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bool c20 = g != h; // OpLogicalNotEqual
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// OpSelect not testable atm.
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bool c21 = c == d; // OpIEqual
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bool c22 = c != d; // OpINotEqual
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bool c23 = c < d; // OpSLessThan
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bool c24 = e < f; // OpULessThan
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bool c25 = c > d; // OpSGreaterThan
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bool c26 = e > f; // OpUGreaterThan
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bool c27 = c <= d; // OpSLessThanEqual
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bool c28 = e <= f; // OpULessThanEqual
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bool c29 = c >= d; // OpSGreaterThanEqual
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bool c30 = e >= f; // OpUGreaterThanEqual
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// OpQuantizeToF16 not testable atm.
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int c31 = c8 + c3;
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int c32 = int(e); // OpIAdd with different types.
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bool c33 = bool(c); // int -> bool
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bool c34 = bool(e); // uint -> bool
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int c35 = int(g); // bool -> int
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uint c36 = uint(g); // bool -> uint
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float c37 = float(g); // bool -> float
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// Flexible sized arrays with spec constants and spec constant ops.
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float vec0[c + 3][8];
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float vec1[c + 2];
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Foo foo;
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FragColor = vec4(t0 + t1) + vec0[0][0] + vec1[0] + foo.elems[c];
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}
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