Add support for ARB_sample_shading

Version : >= 130

Extension Name: ARB_sample_shading

Builtin-variables:
"gl_SampleID"
"gl_SamplePosition"
"gl_SampleMask"
"gl_NumSamples"

Reference:
https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_sample_shading.txt
This commit is contained in:
Chow 2019-11-26 16:18:52 +08:00
parent bd97b6f9f2
commit 78b1180466
5 changed files with 270 additions and 236 deletions

View File

@ -62,12 +62,14 @@ void bar2()
b3 < b3; // ERROR
uv3 > uv3; // ERROR
uvec2(2, 3) >= uvec2(3,3); // ERROR
int samples = gl_NumSamples; // ERROR
int(bl4) <= int(bl4); // true
int(bl4.x) > int(bl4.y); // false
}
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_sample_shading : enable
uniform sampler2D samp2D;
uniform sampler2DShadow samp2DS;
@ -83,6 +85,7 @@ void bar23()
s = textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
s = textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1)); // ERROR
s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2); // ERROR
int samples = gl_NumSamples;
}
#extension GL_ARB_gpu_shader5 : enable

View File

@ -7,36 +7,38 @@ WARNING: 0:45: extension GL_ARB_texture_gather is being used for textureGather(.
ERROR: 0:62: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion)
ERROR: 0:63: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp 3-component vector of uint' and a right operand of type ' temp 3-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:64: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type ' const 2-component vector of uint' and a right operand of type ' const 2-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:80: 'textureGatherOffset' : no matching overloaded function found
ERROR: 0:80: 'assign' : cannot convert from ' const float' to ' temp 4-component vector of float'
ERROR: 0:81: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
ERROR: 0:84: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
ERROR: 0:85: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
WARNING: 0:88: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
ERROR: 0:120: 'line continuation' : not supported for this version or the enabled extensions
ERROR: 0:126: 'uniform block' : not supported for this version or the enabled extensions
ERROR: 0:140: 'length' : does not operate on this type: temp bool
ERROR: 0:140: 'boolb' : can't use function syntax on variable
ERROR: 0:141: 'length' : does not operate on this type: temp float
ERROR: 0:141: '' : function call, method, or subroutine call expected
ERROR: 0:141: '' : no matching overloaded function found
ERROR: 0:142: 'length' : incomplete method syntax
ERROR: 0:143: 'length' : method does not accept any arguments
ERROR: 0:146: 'gl_FogFragCoord' : identifiers starting with "gl_" are reserved
ERROR: 0:151: 'int' : must be qualified as flat in
ERROR: 0:151: 'redeclaration' : cannot change the type of gl_FogFragCoord
ERROR: 0:153: 'early_fragment_tests' : not supported for this version or the enabled extensions
ERROR: 0:154: 'image load store' : not supported for this version or the enabled extensions
ERROR: 0:154: 'iimage2D' : Reserved word.
ERROR: 0:169: 'early_fragment_tests' : can only apply to 'in'
ERROR: 0:173: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 29 compilation errors. No code generated.
ERROR: 0:65: 'gl_NumSamples' : required extension not requested: GL_ARB_sample_shading
ERROR: 0:82: 'textureGatherOffset' : no matching overloaded function found
ERROR: 0:82: 'assign' : cannot convert from ' const float' to ' temp 4-component vector of float'
ERROR: 0:83: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
ERROR: 0:86: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
ERROR: 0:87: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
WARNING: 0:91: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
ERROR: 0:123: 'line continuation' : not supported for this version or the enabled extensions
ERROR: 0:129: 'uniform block' : not supported for this version or the enabled extensions
ERROR: 0:143: 'length' : does not operate on this type: temp bool
ERROR: 0:143: 'boolb' : can't use function syntax on variable
ERROR: 0:144: 'length' : does not operate on this type: temp float
ERROR: 0:144: '' : function call, method, or subroutine call expected
ERROR: 0:144: '' : no matching overloaded function found
ERROR: 0:145: 'length' : incomplete method syntax
ERROR: 0:146: 'length' : method does not accept any arguments
ERROR: 0:149: 'gl_FogFragCoord' : identifiers starting with "gl_" are reserved
ERROR: 0:154: 'int' : must be qualified as flat in
ERROR: 0:154: 'redeclaration' : cannot change the type of gl_FogFragCoord
ERROR: 0:156: 'early_fragment_tests' : not supported for this version or the enabled extensions
ERROR: 0:157: 'image load store' : not supported for this version or the enabled extensions
ERROR: 0:157: 'iimage2D' : Reserved word.
ERROR: 0:172: 'early_fragment_tests' : can only apply to 'in'
ERROR: 0:176: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 30 compilation errors. No code generated.
Shader version: 130
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_explicit_uniform_location
Requested GL_ARB_gpu_shader5
Requested GL_ARB_sample_shading
Requested GL_ARB_separate_shader_objects
Requested GL_ARB_shader_image_load_store
Requested GL_ARB_shading_language_420pack
@ -122,259 +124,267 @@ ERROR: node is still EOpNull!
0:63 false (const bool)
0:64 Constant:
0:64 false (const bool)
0:65 Constant:
0:65 true (const bool)
0:65 Sequence
0:65 move second child to first child ( temp int)
0:65 'samples' ( temp int)
0:65 'gl_NumSamples' ( uniform int SampleMaskIn)
0:66 Constant:
0:66 false (const bool)
0:77 Function Definition: bar23( ( global void)
0:77 Function Parameters:
0:66 true (const bool)
0:67 Constant:
0:67 false (const bool)
0:79 Function Definition: bar23( ( global void)
0:79 Function Parameters:
0:? Sequence
0:80 's' ( temp 4-component vector of float)
0:81 move second child to first child ( temp 4-component vector of float)
0:81 's' ( temp 4-component vector of float)
0:81 textureGatherOffset ( global 4-component vector of float)
0:81 'samp2DR' ( uniform sampler2DRect)
0:81 Constant:
0:81 0.300000
0:81 0.300000
0:81 Constant:
0:81 1 (const int)
0:81 1 (const int)
0:82 move second child to first child ( temp 4-component vector of float)
0:82 's' ( temp 4-component vector of float)
0:82 textureGatherOffset ( global 4-component vector of float)
0:82 'samp2D' ( uniform sampler2D)
0:82 Constant:
0:82 0.300000
0:82 0.300000
0:82 Constant:
0:82 1 (const int)
0:82 1 (const int)
0:82 's' ( temp 4-component vector of float)
0:83 move second child to first child ( temp 4-component vector of float)
0:83 's' ( temp 4-component vector of float)
0:83 textureGatherOffset ( global 4-component vector of float)
0:83 'samp2DA' ( uniform sampler2DArray)
0:83 'samp2DR' ( uniform sampler2DRect)
0:83 Constant:
0:83 0.300000
0:83 0.300000
0:83 0.300000
0:83 Constant:
0:83 1 (const int)
0:83 1 (const int)
0:84 move second child to first child ( temp 4-component vector of float)
0:84 's' ( temp 4-component vector of float)
0:84 textureGatherOffset ( global 4-component vector of float)
0:84 'samp2DS' ( uniform sampler2DShadow)
0:84 'samp2D' ( uniform sampler2D)
0:84 Constant:
0:84 0.300000
0:84 0.300000
0:84 Constant:
0:84 1.300000
0:84 Constant:
0:84 1 (const int)
0:84 1 (const int)
0:85 move second child to first child ( temp 4-component vector of float)
0:85 's' ( temp 4-component vector of float)
0:85 textureGatherOffset ( global 4-component vector of float)
0:85 'samp2D' ( uniform sampler2D)
0:85 'samp2DA' ( uniform sampler2DArray)
0:85 Constant:
0:85 0.300000
0:85 0.300000
0:85 0.300000
0:85 Constant:
0:85 1 (const int)
0:85 1 (const int)
0:85 Constant:
0:85 2 (const int)
0:90 Function Definition: bar234( ( global void)
0:90 Function Parameters:
0:86 move second child to first child ( temp 4-component vector of float)
0:86 's' ( temp 4-component vector of float)
0:86 textureGatherOffset ( global 4-component vector of float)
0:86 'samp2DS' ( uniform sampler2DShadow)
0:86 Constant:
0:86 0.300000
0:86 0.300000
0:86 Constant:
0:86 1.300000
0:86 Constant:
0:86 1 (const int)
0:86 1 (const int)
0:87 move second child to first child ( temp 4-component vector of float)
0:87 's' ( temp 4-component vector of float)
0:87 textureGatherOffset ( global 4-component vector of float)
0:87 'samp2D' ( uniform sampler2D)
0:87 Constant:
0:87 0.300000
0:87 0.300000
0:87 Constant:
0:87 1 (const int)
0:87 1 (const int)
0:87 Constant:
0:87 2 (const int)
0:88 Sequence
0:88 move second child to first child ( temp int)
0:88 'samples' ( temp int)
0:88 'gl_NumSamples' ( uniform int SampleMaskIn)
0:93 Function Definition: bar234( ( global void)
0:93 Function Parameters:
0:? Sequence
0:93 move second child to first child ( temp 4-component vector of float)
0:93 's' ( temp 4-component vector of float)
0:93 textureGatherOffset ( global 4-component vector of float)
0:93 'samp2D' ( uniform sampler2D)
0:93 Constant:
0:93 0.300000
0:93 0.300000
0:93 Constant:
0:93 1 (const int)
0:93 1 (const int)
0:94 move second child to first child ( temp 4-component vector of float)
0:94 's' ( temp 4-component vector of float)
0:94 textureGatherOffset ( global 4-component vector of float)
0:94 'samp2DA' ( uniform sampler2DArray)
0:94 Constant:
0:94 0.300000
0:94 0.300000
0:94 0.300000
0:94 Constant:
0:94 1 (const int)
0:94 1 (const int)
0:95 move second child to first child ( temp 4-component vector of float)
0:95 's' ( temp 4-component vector of float)
0:95 textureGatherOffset ( global 4-component vector of float)
0:95 'samp2DR' ( uniform sampler2DRect)
0:95 Constant:
0:95 0.300000
0:95 0.300000
0:95 Constant:
0:95 1 (const int)
0:95 1 (const int)
0:96 move second child to first child ( temp 4-component vector of float)
0:96 's' ( temp 4-component vector of float)
0:96 textureGatherOffset ( global 4-component vector of float)
0:96 'samp2DS' ( uniform sampler2DShadow)
0:96 'samp2D' ( uniform sampler2D)
0:96 Constant:
0:96 0.300000
0:96 0.300000
0:96 Constant:
0:96 1.300000
0:96 Constant:
0:96 1 (const int)
0:96 1 (const int)
0:97 move second child to first child ( temp 4-component vector of float)
0:97 's' ( temp 4-component vector of float)
0:97 textureGatherOffset ( global 4-component vector of float)
0:97 'samp2D' ( uniform sampler2D)
0:97 'samp2DA' ( uniform sampler2DArray)
0:97 Constant:
0:97 0.300000
0:97 0.300000
0:97 0.300000
0:97 Constant:
0:97 1 (const int)
0:97 1 (const int)
0:97 Constant:
0:97 2 (const int)
0:107 Function Definition: bar235( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 Sequence
0:109 move second child to first child ( temp 3-component vector of int)
0:109 'a' ( temp 3-component vector of int)
0:109 textureSize ( global 3-component vector of int)
0:109 'Sca' ( uniform samplerCubeArray)
0:109 Constant:
0:109 3 (const int)
0:110 Sequence
0:110 move second child to first child ( temp 4-component vector of float)
0:110 'b' ( temp 4-component vector of float)
0:110 texture ( global 4-component vector of float)
0:110 'Sca' ( uniform samplerCubeArray)
0:110 'i' ( smooth in 4-component vector of float)
0:111 Sequence
0:111 move second child to first child ( temp 4-component vector of int)
0:111 'c' ( temp 4-component vector of int)
0:111 texture ( global 4-component vector of int)
0:111 'Isca' ( uniform isamplerCubeArray)
0:111 'i' ( smooth in 4-component vector of float)
0:111 Constant:
0:111 0.700000
0:98 move second child to first child ( temp 4-component vector of float)
0:98 's' ( temp 4-component vector of float)
0:98 textureGatherOffset ( global 4-component vector of float)
0:98 'samp2DR' ( uniform sampler2DRect)
0:98 Constant:
0:98 0.300000
0:98 0.300000
0:98 Constant:
0:98 1 (const int)
0:98 1 (const int)
0:99 move second child to first child ( temp 4-component vector of float)
0:99 's' ( temp 4-component vector of float)
0:99 textureGatherOffset ( global 4-component vector of float)
0:99 'samp2DS' ( uniform sampler2DShadow)
0:99 Constant:
0:99 0.300000
0:99 0.300000
0:99 Constant:
0:99 1.300000
0:99 Constant:
0:99 1 (const int)
0:99 1 (const int)
0:100 move second child to first child ( temp 4-component vector of float)
0:100 's' ( temp 4-component vector of float)
0:100 textureGatherOffset ( global 4-component vector of float)
0:100 'samp2D' ( uniform sampler2D)
0:100 Constant:
0:100 0.300000
0:100 0.300000
0:100 Constant:
0:100 1 (const int)
0:100 1 (const int)
0:100 Constant:
0:100 2 (const int)
0:110 Function Definition: bar235( ( global void)
0:110 Function Parameters:
0:112 Sequence
0:112 Sequence
0:112 move second child to first child ( temp 4-component vector of uint)
0:112 'd' ( temp 4-component vector of uint)
0:112 texture ( global 4-component vector of uint)
0:112 'Usca' ( uniform usamplerCubeArray)
0:112 'i' ( smooth in 4-component vector of float)
0:114 move second child to first child ( temp 4-component vector of float)
0:114 'b' ( temp 4-component vector of float)
0:114 textureLod ( global 4-component vector of float)
0:114 'Sca' ( uniform samplerCubeArray)
0:114 'i' ( smooth in 4-component vector of float)
0:114 Constant:
0:114 1.700000
0:115 move second child to first child ( temp 3-component vector of int)
0:115 'a' ( temp 3-component vector of int)
0:115 textureSize ( global 3-component vector of int)
0:115 'Scas' ( uniform samplerCubeArrayShadow)
0:115 direct index ( temp int)
0:115 'a' ( temp 3-component vector of int)
0:115 Constant:
0:115 0 (const int)
0:116 Sequence
0:116 move second child to first child ( temp float)
0:116 'f' ( temp float)
0:116 texture ( global float)
0:116 'Scas' ( uniform samplerCubeArrayShadow)
0:116 'i' ( smooth in 4-component vector of float)
0:116 direct index ( temp float)
0:116 'b' ( temp 4-component vector of float)
0:116 Constant:
0:116 1 (const int)
0:117 move second child to first child ( temp 4-component vector of int)
0:117 'c' ( temp 4-component vector of int)
0:117 textureGrad ( global 4-component vector of int)
0:117 'Isca' ( uniform isamplerCubeArray)
0:112 move second child to first child ( temp 3-component vector of int)
0:112 'a' ( temp 3-component vector of int)
0:112 textureSize ( global 3-component vector of int)
0:112 'Sca' ( uniform samplerCubeArray)
0:112 Constant:
0:112 3 (const int)
0:113 Sequence
0:113 move second child to first child ( temp 4-component vector of float)
0:113 'b' ( temp 4-component vector of float)
0:113 texture ( global 4-component vector of float)
0:113 'Sca' ( uniform samplerCubeArray)
0:113 'i' ( smooth in 4-component vector of float)
0:114 Sequence
0:114 move second child to first child ( temp 4-component vector of int)
0:114 'c' ( temp 4-component vector of int)
0:114 texture ( global 4-component vector of int)
0:114 'Isca' ( uniform isamplerCubeArray)
0:114 'i' ( smooth in 4-component vector of float)
0:114 Constant:
0:114 0.700000
0:115 Sequence
0:115 move second child to first child ( temp 4-component vector of uint)
0:115 'd' ( temp 4-component vector of uint)
0:115 texture ( global 4-component vector of uint)
0:115 'Usca' ( uniform usamplerCubeArray)
0:115 'i' ( smooth in 4-component vector of float)
0:117 move second child to first child ( temp 4-component vector of float)
0:117 'b' ( temp 4-component vector of float)
0:117 textureLod ( global 4-component vector of float)
0:117 'Sca' ( uniform samplerCubeArray)
0:117 'i' ( smooth in 4-component vector of float)
0:117 Constant:
0:117 0.100000
0:117 0.100000
0:117 0.100000
0:117 Constant:
0:117 0.200000
0:117 0.200000
0:117 0.200000
0:129 Function Definition: bar23444( ( global void)
0:129 Function Parameters:
0:117 1.700000
0:118 move second child to first child ( temp 3-component vector of int)
0:118 'a' ( temp 3-component vector of int)
0:118 textureSize ( global 3-component vector of int)
0:118 'Scas' ( uniform samplerCubeArrayShadow)
0:118 direct index ( temp int)
0:118 'a' ( temp 3-component vector of int)
0:118 Constant:
0:118 0 (const int)
0:119 Sequence
0:119 move second child to first child ( temp float)
0:119 'f' ( temp float)
0:119 texture ( global float)
0:119 'Scas' ( uniform samplerCubeArrayShadow)
0:119 'i' ( smooth in 4-component vector of float)
0:119 direct index ( temp float)
0:119 'b' ( temp 4-component vector of float)
0:119 Constant:
0:119 1 (const int)
0:120 move second child to first child ( temp 4-component vector of int)
0:120 'c' ( temp 4-component vector of int)
0:120 textureGrad ( global 4-component vector of int)
0:120 'Isca' ( uniform isamplerCubeArray)
0:120 'i' ( smooth in 4-component vector of float)
0:120 Constant:
0:120 0.100000
0:120 0.100000
0:120 0.100000
0:120 Constant:
0:120 0.200000
0:120 0.200000
0:120 0.200000
0:132 Function Definition: bar23444( ( global void)
0:132 Function Parameters:
0:? Sequence
0:132 Sequence
0:132 move second child to first child ( temp float)
0:132 'a1' ( temp float)
0:132 direct index ( temp float)
0:132 direct index ( temp 3-component vector of float)
0:132 'm43' ( temp 4X3 matrix of float)
0:132 Constant:
0:132 3 (const int)
0:132 Constant:
0:132 1 (const int)
0:134 Sequence
0:134 move second child to first child ( temp int)
0:134 'a2' ( temp int)
0:134 Constant:
0:134 4 (const int)
0:135 add second child into first child ( temp int)
0:135 'a2' ( temp int)
0:135 Constant:
0:135 3 (const int)
0:136 add second child into first child ( temp int)
0:136 'a2' ( temp int)
0:136 Constant:
0:136 3 (const int)
0:135 Sequence
0:135 move second child to first child ( temp float)
0:135 'a1' ( temp float)
0:135 direct index ( temp float)
0:135 direct index ( temp 3-component vector of float)
0:135 'm43' ( temp 4X3 matrix of float)
0:135 Constant:
0:135 3 (const int)
0:135 Constant:
0:135 1 (const int)
0:137 Sequence
0:137 move second child to first child ( temp float)
0:137 'b' ( const (read only) float)
0:137 component-wise multiply ( temp float)
0:137 Constant:
0:137 2.000000
0:137 'a1' ( temp float)
0:138 move second child to first child ( temp float)
0:138 direct index ( temp float)
0:138 'a' ( global 3-component vector of float)
0:138 Constant:
0:138 0 (const int)
0:137 move second child to first child ( temp int)
0:137 'a2' ( temp int)
0:137 Constant:
0:137 4 (const int)
0:138 add second child into first child ( temp int)
0:138 'a2' ( temp int)
0:138 Constant:
0:138 -1.000000
0:140 Constant:
0:140 0.000000
0:141 Constant:
0:141 0.000000
0:138 3 (const int)
0:139 add second child into first child ( temp int)
0:139 'a2' ( temp int)
0:139 Constant:
0:139 3 (const int)
0:140 Sequence
0:140 move second child to first child ( temp float)
0:140 'b' ( const (read only) float)
0:140 component-wise multiply ( temp float)
0:140 Constant:
0:140 2.000000
0:140 'a1' ( temp float)
0:141 move second child to first child ( temp float)
0:141 direct index ( temp float)
0:141 'a' ( global 3-component vector of float)
0:141 Constant:
0:141 0 (const int)
0:141 Constant:
0:141 -1.000000
0:143 Constant:
0:143 1 (const int)
0:162 Function Definition: qux2( ( global void)
0:162 Function Parameters:
0:143 0.000000
0:144 Constant:
0:144 0.000000
0:146 Constant:
0:146 1 (const int)
0:165 Function Definition: qux2( ( global void)
0:165 Function Parameters:
0:? Sequence
0:165 imageAtomicCompSwap ( global int)
0:165 'iimg2D' (layout( r32i) uniform iimage2D)
0:165 Construct ivec2 ( temp 2-component vector of int)
0:165 'i' ( temp int)
0:165 'i' ( temp int)
0:165 'i' ( temp int)
0:165 'i' ( temp int)
0:166 Sequence
0:166 move second child to first child ( temp 4-component vector of int)
0:166 'pos' ( temp 4-component vector of int)
0:166 imageLoad ( global 4-component vector of int)
0:166 'iimg2D' (layout( r32i) uniform iimage2D)
0:166 Construct ivec2 ( temp 2-component vector of int)
0:166 'i' ( temp int)
0:166 'i' ( temp int)
0:168 imageAtomicCompSwap ( global int)
0:168 'iimg2D' (layout( r32i) uniform iimage2D)
0:168 Construct ivec2 ( temp 2-component vector of int)
0:168 'i' ( temp int)
0:168 'i' ( temp int)
0:168 'i' ( temp int)
0:168 'i' ( temp int)
0:169 Sequence
0:169 move second child to first child ( temp 4-component vector of int)
0:169 'pos' ( temp 4-component vector of int)
0:169 imageLoad ( global 4-component vector of int)
0:169 'iimg2D' (layout( r32i) uniform iimage2D)
0:169 Construct ivec2 ( temp 2-component vector of int)
0:169 'i' ( temp int)
0:169 'i' ( temp int)
0:? Linker Objects
0:? 'a' ( global 3-component vector of float)
0:? 'b' ( global float)
@ -416,6 +426,7 @@ Shader version: 130
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_explicit_uniform_location
Requested GL_ARB_gpu_shader5
Requested GL_ARB_sample_shading
Requested GL_ARB_separate_shader_objects
Requested GL_ARB_shader_image_load_store
Requested GL_ARB_shading_language_420pack

View File

@ -5178,19 +5178,25 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
"flat in int gl_PrimitiveID;"
);
if (version >= 400) {
if (version >= 130) { // ARB_sample_shading
stageBuiltins[EShLangFragment].append(
"flat in int gl_SampleID;"
" in vec2 gl_SamplePosition;"
"flat in int gl_SampleMaskIn[];"
" out int gl_SampleMask[];"
);
if (spvVersion.spv == 0)
if (spvVersion.spv == 0) {
stageBuiltins[EShLangFragment].append(
"uniform int gl_NumSamples;"
);
);
}
}
if (version >= 400)
stageBuiltins[EShLangFragment].append(
"flat in int gl_SampleMaskIn[];"
);
if (version >= 430)
stageBuiltins[EShLangFragment].append(
"flat in int gl_Layer;"
@ -7422,18 +7428,29 @@ void TBuiltIns::identifyBuiltIns(int version, EProfile profile, const SpvVersion
BuiltInVariable("gl_FragStencilRefARB", EbvFragStencilRef, symbolTable);
}
if ((profile != EEsProfile && version >= 400) ||
if ((profile != EEsProfile && version >= 130) ||
(profile == EEsProfile && version >= 310)) {
BuiltInVariable("gl_SampleID", EbvSampleId, symbolTable);
BuiltInVariable("gl_SamplePosition", EbvSamplePosition, symbolTable);
BuiltInVariable("gl_SampleMaskIn", EbvSampleMask, symbolTable);
BuiltInVariable("gl_SampleMask", EbvSampleMask, symbolTable);
if (profile == EEsProfile && version < 320) {
symbolTable.setVariableExtensions("gl_SampleID", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_SamplePosition", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_SampleMaskIn", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_SampleMask", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_NumSamples", 1, &E_GL_OES_sample_variables);
BuiltInVariable("gl_SampleID", EbvSampleId, symbolTable);
BuiltInVariable("gl_SamplePosition", EbvSamplePosition, symbolTable);
BuiltInVariable("gl_SampleMask", EbvSampleMask, symbolTable);
if (profile != EEsProfile && version < 400) {
BuiltInVariable("gl_NumSamples", EbvSampleMask, symbolTable);
symbolTable.setVariableExtensions("gl_SampleMask", 1, &E_GL_ARB_sample_shading);
symbolTable.setVariableExtensions("gl_SampleID", 1, &E_GL_ARB_sample_shading);
symbolTable.setVariableExtensions("gl_SamplePosition", 1, &E_GL_ARB_sample_shading);
symbolTable.setVariableExtensions("gl_NumSamples", 1, &E_GL_ARB_sample_shading);
} else {
BuiltInVariable("gl_SampleMaskIn", EbvSampleMask, symbolTable);
if (profile == EEsProfile && version < 320) {
symbolTable.setVariableExtensions("gl_SampleID", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_SamplePosition", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_SampleMaskIn", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_SampleMask", 1, &E_GL_OES_sample_variables);
symbolTable.setVariableExtensions("gl_NumSamples", 1, &E_GL_OES_sample_variables);
}
}
}

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@ -192,6 +192,7 @@ void TParseVersions::initializeExtensionBehavior()
extensionBehavior[E_GL_ARB_shader_viewport_layer_array] = EBhDisable;
extensionBehavior[E_GL_ARB_fragment_shader_interlock] = EBhDisable;
extensionBehavior[E_GL_ARB_shader_clock] = EBhDisable;
extensionBehavior[E_GL_ARB_sample_shading] = EBhDisable;
extensionBehavior[E_GL_KHR_shader_subgroup_basic] = EBhDisable;
extensionBehavior[E_GL_KHR_shader_subgroup_vote] = EBhDisable;
@ -394,6 +395,7 @@ void TParseVersions::getPreamble(std::string& preamble)
"#define GL_ARB_sparse_texture2 1\n"
"#define GL_ARB_sparse_texture_clamp 1\n"
"#define GL_ARB_shader_stencil_export 1\n"
"#define GL_ARB_sample_shading 1\n"
// "#define GL_ARB_cull_distance 1\n" // present for 4.5, but need extension control over block members
"#define GL_ARB_post_depth_coverage 1\n"
"#define GL_ARB_fragment_shader_interlock 1\n"

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@ -144,6 +144,7 @@ const char* const E_GL_ARB_post_depth_coverage = "GL_ARB_post_depth_cov
const char* const E_GL_ARB_shader_viewport_layer_array = "GL_ARB_shader_viewport_layer_array";
const char* const E_GL_ARB_fragment_shader_interlock = "GL_ARB_fragment_shader_interlock";
const char* const E_GL_ARB_shader_clock = "GL_ARB_shader_clock";
const char* const E_GL_ARB_sample_shading = "GL_ARB_sample_shading";
const char* const E_GL_KHR_shader_subgroup_basic = "GL_KHR_shader_subgroup_basic";
const char* const E_GL_KHR_shader_subgroup_vote = "GL_KHR_shader_subgroup_vote";