#version 450 core #extension GL_ARB_sparse_texture2: enable #extension GL_ARB_sparse_texture_clamp: enable #extension GL_AMD_texture_gather_bias_lod: enable layout(set = 0, binding = 0) uniform sampler1D s1D; layout(set = 0, binding = 1) uniform sampler2D s2D; layout(set = 0, binding = 2) uniform sampler3D s3D; layout(set = 0, binding = 3) uniform sampler2DRect s2DRect; layout(set = 0, binding = 4) uniform samplerCube sCube; layout(set = 0, binding = 5) uniform samplerBuffer sBuffer; layout(set = 0, binding = 6) uniform sampler2DMS s2DMS; layout(set = 0, binding = 7) uniform sampler1DArray s1DArray; layout(set = 0, binding = 8) uniform sampler2DArray s2DArray; layout(set = 0, binding = 9) uniform samplerCubeArray sCubeArray; layout(set = 0, binding = 10) uniform sampler2DMSArray s2DMSArray; layout(set = 0, binding = 11) uniform sampler1DShadow s1DShadow; layout(set = 0, binding = 12) uniform sampler2DShadow s2DShadow; layout(set = 0, binding = 13) uniform sampler2DRectShadow s2DRectShadow; layout(set = 0, binding = 14) uniform samplerCubeShadow sCubeShadow; layout(set = 0, binding = 15) uniform sampler1DArrayShadow s1DArrayShadow; layout(set = 0, binding = 16) uniform sampler2DArrayShadow s2DArrayShadow; layout(set = 0, binding = 17) uniform samplerCubeArrayShadow sCubeArrayShadow; layout(set = 1, binding = 0) layout(rgba16f) uniform image1D i1D; layout(set = 1, binding = 1) layout(rgba16f) uniform image2D i2D; layout(set = 1, binding = 2) layout(rgba16f) uniform image3D i3D; layout(set = 1, binding = 3) layout(rgba16f) uniform image2DRect i2DRect; layout(set = 1, binding = 4) layout(rgba16f) uniform imageCube iCube; layout(set = 1, binding = 5) layout(rgba16f) uniform image1DArray i1DArray; layout(set = 1, binding = 6) layout(rgba16f) uniform image2DArray i2DArray; layout(set = 1, binding = 7) layout(rgba16f) uniform imageCubeArray iCubeArray; layout(set = 1, binding = 8) layout(rgba16f) uniform imageBuffer iBuffer; layout(set = 1, binding = 9) layout(rgba16f) uniform image2DMS i2DMS; layout(set = 1, binding = 10) layout(rgba16f) uniform image2DMSArray i2DMSArray; layout(set = 2, binding = 0) uniform texture1D t1D; layout(set = 2, binding = 1) uniform texture2D t2D; layout(set = 2, binding = 2) uniform texture3D t3D; layout(set = 2, binding = 3) uniform texture2DRect t2DRect; layout(set = 2, binding = 4) uniform textureCube tCube; layout(set = 2, binding = 5) uniform texture1DArray t1DArray; layout(set = 2, binding = 6) uniform texture2DArray t2DArray; layout(set = 2, binding = 7) uniform textureCubeArray tCubeArray; layout(set = 2, binding = 8) uniform textureBuffer tBuffer; layout(set = 2, binding = 9) uniform texture2DMS t2DMS; layout(set = 2, binding = 10) uniform texture2DMSArray t2DMSArray; layout(set = 2, binding = 11) uniform sampler s; layout(set = 2, binding = 12) uniform samplerShadow sShadow; layout(set = 3, binding = 0, input_attachment_index = 0) uniform subpassInput subpass; layout(set = 3, binding = 1, input_attachment_index = 0) uniform subpassInputMS subpassMS; layout(location = 0) in float c1; layout(location = 1) in vec2 c2; layout(location = 2) in vec3 c3; layout(location = 3) in vec4 c4; layout(location = 4) in float compare; layout(location = 5) in float lod; layout(location = 6) in float bias; layout(location = 7) in float lodClamp; layout(location = 8) in float dPdxy1; layout(location = 9) in vec2 dPdxy2; layout(location = 10) in vec3 dPdxy3; const int offset1 = 1; const ivec2 offset2 = ivec2(1); const ivec3 offset3 = ivec3(1); const ivec2 offsets[4] = { offset2, offset2, offset2, offset2 }; layout(location = 0) out vec4 fragColor; vec4 testTexture() { vec4 texel = vec4(0.0); texel += texture(s1D, c1); texel += texture(s2D, c2); texel += texture(s3D, c3); texel += texture(sCube, c3); texel.x += texture(s1DShadow, c3); texel.x += texture(s2DShadow, c3); texel.x += texture(sCubeShadow, c4); texel += texture(s1DArray, c2); texel += texture(s2DArray, c3); texel += texture(sCubeArray, c4); texel.x += texture(s1DArrayShadow, c3); texel.x += texture(s2DArrayShadow, c4); texel += texture(s2DRect, c2); texel.x += texture(s2DRectShadow, c3); texel.x += texture(sCubeArrayShadow, c4, compare); return texel; } vec4 testTextureProj() { vec4 texel = vec4(0.0); texel += textureProj(s1D, c2); texel += textureProj(s1D, c4); texel += textureProj(s2D, c3); texel += textureProj(s2D, c4); texel += textureProj(s3D, c4); texel.x += textureProj(s1DShadow, c4); texel.x += textureProj(s2DShadow, c4); texel += textureProj(s2DRect, c3); texel += textureProj(s2DRect, c4); texel.x += textureProj(s2DRectShadow, c4); return texel; } vec4 testTextureLod() { vec4 texel = vec4(0.0); texel += textureLod(s1D, c1, lod); texel += textureLod(s2D, c2, lod); texel += textureLod(s3D, c3, lod); texel += textureLod(sCube, c3, lod); texel.x += textureLod(s1DShadow, c3, lod); texel.x += textureLod(s2DShadow, c3, lod); texel += textureLod(s1DArray, c2, lod); texel += textureLod(s2DArray, c3, lod); texel.x += textureLod(s1DArrayShadow, c3, lod); texel += textureLod(sCubeArray, c4, lod); return texel; } vec4 testTextureOffset() { vec4 texel = vec4(0.0); texel += textureOffset(s1D, c1, offset1); texel += textureOffset(s2D, c2, offset2); texel += textureOffset(s3D, c3, offset3); texel += textureOffset(s2DRect, c2, offset2); texel.x += textureOffset(s2DRectShadow, c3, offset2); texel.x += textureOffset(s1DShadow, c3, offset1); texel.x += textureOffset(s2DShadow, c3, offset2); texel += textureOffset(s1DArray, c2, offset1); texel += textureOffset(s2DArray, c3, offset2); texel.x += textureOffset(s1DArrayShadow, c3, offset1); texel.x += textureOffset(s2DArrayShadow, c4, offset2); return texel; } vec4 testTextureProjOffset() { vec4 texel = vec4(0.0); texel += textureProjOffset(s1D, c2, offset1); texel += textureProjOffset(s1D, c4, offset1); texel += textureProjOffset(s2D, c3, offset2); texel += textureProjOffset(s2D, c4, offset2); texel += textureProjOffset(s3D, c4, offset3); texel += textureProjOffset(s2DRect, c3, offset2); texel += textureProjOffset(s2DRect, c4, offset2); texel.x += textureProjOffset(s2DRectShadow, c4, offset2); texel.x += textureProjOffset(s1DShadow, c4, offset1); texel.x += textureProjOffset(s2DShadow, c4, offset2); return texel; } vec4 testTextureLodOffset() { vec4 texel = vec4(0.0); texel += textureLodOffset(s1D, c1, lod, offset1); texel += textureLodOffset(s2D, c2, lod, offset2); texel += textureLodOffset(s3D, c3, lod, offset3); texel.x += textureLodOffset(s1DShadow, c3, lod, offset1); texel.x += textureLodOffset(s2DShadow, c3, lod, offset2); texel += textureLodOffset(s1DArray, c2, lod, offset1); texel += textureLodOffset(s2DArray, c3, lod, offset2); texel.x += textureLodOffset(s1DArrayShadow, c3, lod, offset1); return texel; } vec4 testTextureProjLodOffset() { vec4 texel = vec4(0.0); texel += textureProjLodOffset(s1D, c2, lod, offset1); texel += textureProjLodOffset(s1D, c4, lod, offset1); texel += textureProjLodOffset(s2D, c3, lod, offset2); texel += textureProjLodOffset(s2D, c4, lod, offset2); texel += textureProjLodOffset(s3D, c4, lod, offset3); texel.x += textureProjLodOffset(s1DShadow, c4, lod, offset1); texel.x += textureProjLodOffset(s2DShadow, c4, lod, offset2); return texel; } vec4 testTexelFetch() { vec4 texel = vec4(0.0); texel += texelFetch(s1D, int(c1), int(lod)); texel += texelFetch(s2D, ivec2(c2), int(lod)); texel += texelFetch(s3D, ivec3(c3), int(lod)); texel += texelFetch(s2DRect, ivec2(c2)); texel += texelFetch(s1DArray, ivec2(c2), int(lod)); texel += texelFetch(s2DArray, ivec3(c3), int(lod)); texel += texelFetch(sBuffer, int(c1)); texel += texelFetch(s2DMS, ivec2(c2), 1); texel += texelFetch(s2DMSArray, ivec3(c3), 2); return texel; } vec4 testTexelFetchOffset() { vec4 texel = vec4(0.0); texel += texelFetchOffset(s1D, int(c1), int(lod), offset1); texel += texelFetchOffset(s2D, ivec2(c2), int(lod), offset2); texel += texelFetchOffset(s3D, ivec3(c3), int(lod), offset3); texel += texelFetchOffset(s2DRect, ivec2(c2), offset2); texel += texelFetchOffset(s1DArray, ivec2(c2), int(lod), offset1); texel += texelFetchOffset(s2DArray, ivec3(c3), int(lod), offset2); return texel; } vec4 testTextureGrad() { vec4 texel = vec4(0.0); texel += textureGrad(s1D, c1, dPdxy1, dPdxy1); texel += textureGrad(s2D, c2, dPdxy2, dPdxy2); texel += textureGrad(s3D, c3, dPdxy3, dPdxy3); texel += textureGrad(sCube, c3, dPdxy3, dPdxy3); texel += textureGrad(s2DRect, c2, dPdxy2, dPdxy2); texel.x += textureGrad(s2DRectShadow, c3, dPdxy2, dPdxy2); texel.x += textureGrad(s1DShadow, c3, dPdxy1, dPdxy1); texel.x += textureGrad(s2DShadow, c3, dPdxy2, dPdxy2); texel.x += textureGrad(sCubeShadow, c4, dPdxy3, dPdxy3); texel += textureGrad(s1DArray, c2, dPdxy1, dPdxy1); texel += textureGrad(s2DArray, c3, dPdxy2, dPdxy2); texel.x += textureGrad(s1DArrayShadow, c3, dPdxy1, dPdxy1); texel.x += textureGrad(s2DArrayShadow, c4, dPdxy2, dPdxy2); texel += textureGrad(sCubeArray, c4, dPdxy3, dPdxy3); return texel; } vec4 testTextureGradOffset() { vec4 texel = vec4(0.0); texel += textureGradOffset(s1D, c1, dPdxy1, dPdxy1, offset1); texel += textureGradOffset(s2D, c2, dPdxy2, dPdxy2, offset2); texel += textureGradOffset(s3D, c3, dPdxy3, dPdxy3, offset3); texel += textureGradOffset(s2DRect, c2, dPdxy2, dPdxy2, offset2); texel.x += textureGradOffset(s2DRectShadow, c3, dPdxy2, dPdxy2, offset2); texel.x += textureGradOffset(s1DShadow, c3, dPdxy1, dPdxy1, offset1); texel.x += textureGradOffset(s2DShadow, c3, dPdxy2, dPdxy2, offset2); texel += textureGradOffset(s1DArray, c2, dPdxy1, dPdxy1, offset1); texel += textureGradOffset(s2DArray, c3, dPdxy2, dPdxy2, offset2); texel.x += textureGradOffset(s1DArrayShadow, c3, dPdxy1, dPdxy1, offset1); texel.x += textureGradOffset(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2); return texel; } vec4 testTextureProjGrad() { vec4 texel = vec4(0.0); texel += textureProjGrad(s1D, c2, dPdxy1, dPdxy1); texel += textureProjGrad(s1D, c4, dPdxy1, dPdxy1); texel += textureProjGrad(s2D, c3, dPdxy2, dPdxy2); texel += textureProjGrad(s2D, c4, dPdxy2, dPdxy2); texel += textureProjGrad(s3D, c4, dPdxy3, dPdxy3); texel += textureProjGrad(s2DRect, c3, dPdxy2, dPdxy2); texel += textureProjGrad(s2DRect, c4, dPdxy2, dPdxy2); texel.x += textureProjGrad(s2DRectShadow, c4, dPdxy2, dPdxy2); texel.x += textureProjGrad(s1DShadow, c4, dPdxy1, dPdxy1); texel.x += textureProjGrad(s2DShadow, c4, dPdxy2, dPdxy2); return texel; } vec4 testTextureProjGradoffset() { vec4 texel = vec4(0.0); texel += textureProjGradOffset(s1D, c2, dPdxy1, dPdxy1, offset1); texel += textureProjGradOffset(s1D, c4, dPdxy1, dPdxy1, offset1); texel += textureProjGradOffset(s2D, c3, dPdxy2, dPdxy2, offset2); texel += textureProjGradOffset(s2D, c4, dPdxy2, dPdxy2, offset2); texel += textureProjGradOffset(s2DRect, c3, dPdxy2, dPdxy2, offset2); texel += textureProjGradOffset(s2DRect, c4, dPdxy2, dPdxy2, offset2); texel.x += textureProjGradOffset(s2DRectShadow, c4, dPdxy2, dPdxy2, offset2); texel += textureProjGradOffset(s3D, c4, dPdxy3, dPdxy3, offset3); texel.x += textureProjGradOffset(s1DShadow, c4, dPdxy1, dPdxy1, offset1); texel.x += textureProjGradOffset(s2DShadow, c4, dPdxy2, dPdxy2, offset2); return texel; } vec4 testTextureGather() { vec4 texel = vec4(0.0); texel += textureGather(s2D, c2, 0); texel += textureGather(s2DArray, c3, 0); texel += textureGather(sCube, c3, 0); texel += textureGather(sCubeArray, c4, 0); texel += textureGather(s2DRect, c2, 0); texel += textureGather(s2DShadow, c2, compare); texel += textureGather(s2DArrayShadow, c3, compare); texel += textureGather(sCubeShadow, c3, compare); texel += textureGather(sCubeArrayShadow, c4, compare); texel += textureGather(s2DRectShadow, c2, compare); return texel; } vec4 testTextureGatherOffset() { vec4 texel = vec4(0.0); texel += textureGatherOffset(s2D, c2, offset2, 0); texel += textureGatherOffset(s2DArray, c3, offset2, 0); texel += textureGatherOffset(s2DRect, c2, offset2, 0); texel += textureGatherOffset(s2DShadow, c2, compare, offset2); texel += textureGatherOffset(s2DArrayShadow, c3, compare, offset2); texel += textureGatherOffset(s2DRectShadow, c2, compare, offset2); return texel; } vec4 testTextureGatherOffsets() { vec4 texel = vec4(0.0); texel += textureGatherOffsets(s2D, c2, offsets, 0); texel += textureGatherOffsets(s2DArray, c3, offsets, 0); texel += textureGatherOffsets(s2DRect, c2, offsets, 0); texel += textureGatherOffsets(s2DShadow, c2, compare, offsets); texel += textureGatherOffsets(s2DArrayShadow, c3, compare, offsets); texel += textureGatherOffsets(s2DRectShadow, c2, compare, offsets); return texel; } vec4 testTextureGatherLod() { vec4 texel = vec4(0.0); texel += textureGatherLodAMD(s2D, c2, lod, 0); texel += textureGatherLodAMD(s2DArray, c3, lod, 0); texel += textureGatherLodAMD(sCube, c3, lod, 0); texel += textureGatherLodAMD(sCubeArray, c4, lod, 0); return texel; } vec4 testTextureGatherLodOffset() { vec4 texel = vec4(0.0); texel += textureGatherLodOffsetAMD(s2D, c2, lod, offset2, 0); texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offset2, 0); return texel; } vec4 testTextureGatherLodOffsets() { vec4 texel = vec4(0.0); texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets, 0); texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 0); return texel; } ivec4 testTextureSize() { ivec4 size = ivec4(0); size.x += textureSize(s1D, int(lod)); size.xy += textureSize(s2D, int(lod)); size.xyz += textureSize(s3D, int(lod)); size.xy += textureSize(sCube, int(lod)); size.x += textureSize(s1DShadow, int(lod)); size.xy += textureSize(s2DShadow, int(lod)); size.xy += textureSize(sCubeShadow, int(lod)); size.xyz += textureSize(sCubeArray, int(lod)); size.xyz += textureSize(sCubeArrayShadow, int(lod)); size.xy += textureSize(s2DRect); size.xy += textureSize(s2DRectShadow); size.xy += textureSize(s1DArray, int(lod)); size.xyz += textureSize(s2DArray, int(lod)); size.xy += textureSize(s1DArrayShadow, int(lod)); size.xyz += textureSize(s2DArrayShadow, int(lod)); size.x += textureSize(sBuffer); size.xy += textureSize(s2DMS); size.xyz += textureSize(s2DMSArray); return size; } vec2 testTextureQueryLod() { vec2 lod = vec2(0.0); lod += textureQueryLod(s1D, c1); lod += textureQueryLod(s2D, c2); lod += textureQueryLod(s3D, c3); lod += textureQueryLod(sCube, c3); lod += textureQueryLod(s1DArray, c1); lod += textureQueryLod(s2DArray, c2); lod += textureQueryLod(sCubeArray, c3); lod += textureQueryLod(s1DShadow, c1); lod += textureQueryLod(s2DShadow, c2); lod += textureQueryLod(sCubeArrayShadow, c3); lod += textureQueryLod(s1DArrayShadow, c1); lod += textureQueryLod(s2DArrayShadow, c2); lod += textureQueryLod(sCubeArrayShadow, c3); return lod; } int testTextureQueryLevels() { int levels = 0; levels += textureQueryLevels(s1D); levels += textureQueryLevels(s2D); levels += textureQueryLevels(s3D); levels += textureQueryLevels(sCube); levels += textureQueryLevels(s1DShadow); levels += textureQueryLevels(s2DShadow); levels += textureQueryLevels(sCubeShadow); levels += textureQueryLevels(sCubeArray); levels += textureQueryLevels(sCubeArrayShadow); levels += textureQueryLevels(s1DArray); levels += textureQueryLevels(s2DArray); levels += textureQueryLevels(s1DArrayShadow); levels += textureQueryLevels(s2DArrayShadow); return levels; } int testTextureSamples() { int samples = 0; samples += textureSamples(s2DMS); samples += textureSamples(s2DMSArray); return samples; } vec4 testImageLoad() { vec4 texel = vec4(0.0); texel += imageLoad(i1D, int(c1)); texel += imageLoad(i2D, ivec2(c2)); texel += imageLoad(i3D, ivec3(c3)); texel += imageLoad(i2DRect, ivec2(c2)); texel += imageLoad(iCube, ivec3(c3)); texel += imageLoad(iBuffer, int(c1)); texel += imageLoad(i1DArray, ivec2(c2)); texel += imageLoad(i2DArray, ivec3(c3)); texel += imageLoad(iCubeArray, ivec3(c3)); texel += imageLoad(i2DMS, ivec2(c2), 1); texel += imageLoad(i2DMSArray, ivec3(c3), 1); return texel; } void testImageStore(vec4 data) { imageStore(i1D, int(c1), data); imageStore(i2D, ivec2(c2), data); imageStore(i3D, ivec3(c3), data); imageStore(i2DRect, ivec2(c2), data); imageStore(iCube, ivec3(c3), data); imageStore(iBuffer, int(c1), data); imageStore(i1DArray, ivec2(c2), data); imageStore(i2DArray, ivec3(c3), data); imageStore(iCubeArray, ivec3(c3), data); imageStore(i2DMS, ivec2(c2), 1, data); imageStore(i2DMSArray, ivec3(c3), 1, data); } vec4 testSparseTexture() { vec4 texel = vec4(0.0); sparseTextureARB(s2D, c2, texel); sparseTextureARB(s3D, c3, texel); sparseTextureARB(sCube, c3, texel); sparseTextureARB(s2DShadow, c3, texel.x); sparseTextureARB(sCubeShadow, c4, texel.x); sparseTextureARB(s2DArray, c3, texel); sparseTextureARB(sCubeArray, c4, texel); sparseTextureARB(s2DArrayShadow, c4, texel.x); sparseTextureARB(s2DRect, c2, texel); sparseTextureARB(s2DRectShadow, c3, texel.x); sparseTextureARB(sCubeArrayShadow, c4, compare, texel.x); return texel; } vec4 testSparseTextureLod() { vec4 texel = vec4(0.0); sparseTextureLodARB(s2D, c2, lod, texel); sparseTextureLodARB(s3D, c3, lod, texel); sparseTextureLodARB(sCube, c3, lod, texel); sparseTextureLodARB(s2DShadow, c3, lod, texel.x); sparseTextureLodARB(s2DArray, c3, lod, texel); sparseTextureLodARB(sCubeArray, c4, lod, texel); return texel; } vec4 testSparseTextureOffset() { vec4 texel = vec4(0.0); sparseTextureOffsetARB(s2D, c2, offset2, texel); sparseTextureOffsetARB(s3D, c3, offset3, texel); sparseTextureOffsetARB(s2DRect, c2, offset2, texel); sparseTextureOffsetARB(s2DRectShadow, c3, offset2, texel.x); sparseTextureOffsetARB(s2DShadow, c3, offset2, texel.x); sparseTextureOffsetARB(s2DArray, c3, offset2, texel); sparseTextureOffsetARB(s2DArrayShadow, c4, offset2, texel.x); return texel; } vec4 testSparseTextureLodOffset() { vec4 texel = vec4(0.0); sparseTextureLodOffsetARB(s2D, c2, lod, offset2, texel); sparseTextureLodOffsetARB(s3D, c3, lod, offset3, texel); sparseTextureLodOffsetARB(s2DShadow, c3, lod, offset2, texel.x); sparseTextureLodOffsetARB(s2DArray, c3, lod, offset2, texel); return texel; } vec4 testSparseTextureGrad() { vec4 texel = vec4(0.0); sparseTextureGradARB(s2D, c2, dPdxy2, dPdxy2, texel); sparseTextureGradARB(s3D, c3, dPdxy3, dPdxy3, texel); sparseTextureGradARB(sCube, c3, dPdxy3, dPdxy3, texel); sparseTextureGradARB(s2DRect, c2, dPdxy2, dPdxy2, texel); sparseTextureGradARB(s2DRectShadow, c3, dPdxy2, dPdxy2, texel.x); sparseTextureGradARB(s2DShadow, c3, dPdxy2, dPdxy2, texel.x); sparseTextureGradARB(sCubeShadow, c4, dPdxy3, dPdxy3, texel.x); sparseTextureGradARB(s2DArray, c3, dPdxy2, dPdxy2, texel); sparseTextureGradARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, texel.x); sparseTextureGradARB(sCubeArray, c4, dPdxy3, dPdxy3, texel); return texel; } vec4 testSparseTextureGradOffset() { vec4 texel = vec4(0.0); sparseTextureGradOffsetARB(s2D, c2, dPdxy2, dPdxy2, offset2, texel); sparseTextureGradOffsetARB(s3D, c3, dPdxy3, dPdxy3, offset3, texel); sparseTextureGradOffsetARB(s2DRect, c2, dPdxy2, dPdxy2, offset2, texel); sparseTextureGradOffsetARB(s2DRectShadow, c3, dPdxy2, dPdxy2, offset2, texel.x); sparseTextureGradOffsetARB(s2DShadow, c3, dPdxy2, dPdxy2, offset2, texel.x); sparseTextureGradOffsetARB(s2DArray, c3, dPdxy2, dPdxy2, offset2, texel); sparseTextureGradOffsetARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2, texel.x); return texel; } vec4 testSparseTexelFetch() { vec4 texel = vec4(0.0); sparseTexelFetchARB(s2D, ivec2(c2), int(lod), texel); sparseTexelFetchARB(s3D, ivec3(c3), int(lod), texel); sparseTexelFetchARB(s2DRect, ivec2(c2), texel); sparseTexelFetchARB(s2DArray, ivec3(c3), int(lod), texel); sparseTexelFetchARB(s2DMS, ivec2(c2), 1, texel); sparseTexelFetchARB(s2DMSArray, ivec3(c3), 2, texel); return texel; } vec4 testSparseTexelFetchOffset() { vec4 texel = vec4(0.0); sparseTexelFetchOffsetARB(s2D, ivec2(c2), int(lod), offset2, texel); sparseTexelFetchOffsetARB(s3D, ivec3(c3), int(lod), offset3, texel); sparseTexelFetchOffsetARB(s2DRect, ivec2(c2), offset2, texel); sparseTexelFetchOffsetARB(s2DArray, ivec3(c3), int(lod), offset2, texel); return texel; } vec4 testSparseTextureGather() { vec4 texel = vec4(0.0); sparseTextureGatherARB(s2D, c2, texel, 0); sparseTextureGatherARB(s2DArray, c3, texel, 0); sparseTextureGatherARB(sCube, c3, texel, 0); sparseTextureGatherARB(sCubeArray, c4, texel, 0); sparseTextureGatherARB(s2DRect, c2, texel, 0); sparseTextureGatherARB(s2DShadow, c2, compare, texel); sparseTextureGatherARB(s2DArrayShadow, c3, compare, texel); sparseTextureGatherARB(sCubeShadow, c3, compare, texel); sparseTextureGatherARB(sCubeArrayShadow, c4, compare, texel); sparseTextureGatherARB(s2DRectShadow, c2, compare, texel); return texel; } vec4 testSparseTextureGatherOffset() { vec4 texel = vec4(0.0); sparseTextureGatherOffsetARB(s2D, c2, offset2, texel, 0); sparseTextureGatherOffsetARB(s2DArray, c3, offset2, texel, 0); sparseTextureGatherOffsetARB(s2DRect, c2, offset2, texel, 0); sparseTextureGatherOffsetARB(s2DShadow, c2, compare, offset2, texel); sparseTextureGatherOffsetARB(s2DArrayShadow, c3, compare, offset2, texel); sparseTextureGatherOffsetARB(s2DRectShadow, c2, compare, offset2, texel); return texel; } vec4 testSparseTextureGatherOffsets() { vec4 texel = vec4(0.0); const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); sparseTextureGatherOffsetsARB(s2D, c2, constOffsets, texel, 0); sparseTextureGatherOffsetsARB(s2DArray, c3, constOffsets, texel, 0); sparseTextureGatherOffsetsARB(s2DRect, c2, constOffsets, texel, 0); sparseTextureGatherOffsetsARB(s2DShadow, c2, compare, constOffsets, texel); sparseTextureGatherOffsetsARB(s2DArrayShadow, c3, compare, constOffsets, texel); sparseTextureGatherOffsetsARB(s2DRectShadow, c2, compare, constOffsets, texel); return texel; } vec4 testSparseTextureGatherLod() { vec4 texel = vec4(0.0); sparseTextureGatherLodAMD(s2D, c2, lod, texel, 0); sparseTextureGatherLodAMD(s2DArray, c3, lod, texel, 0); sparseTextureGatherLodAMD(sCube, c3, lod, texel, 0); sparseTextureGatherLodAMD(sCubeArray, c4, lod, texel, 0); return texel; } vec4 testSparseTextureGatherLodOffset() { vec4 texel = vec4(0.0); sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offset2, texel, 0); sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offset2, texel, 0); return texel; } vec4 testSparseTextureGatherLodOffsets() { vec4 texel = vec4(0.0); sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, texel, 0); sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, texel, 0); return texel; } vec4 testSparseImageLoad() { vec4 texel = vec4(0.0); sparseImageLoadARB(i2D, ivec2(c2), texel); sparseImageLoadARB(i3D, ivec3(c3), texel); sparseImageLoadARB(i2DRect, ivec2(c2), texel); sparseImageLoadARB(iCube, ivec3(c3), texel); sparseImageLoadARB(i2DArray, ivec3(c3), texel); sparseImageLoadARB(iCubeArray, ivec3(c3), texel); sparseImageLoadARB(i2DMS, ivec2(c2), 1, texel); sparseImageLoadARB(i2DMSArray, ivec3(c3), 2, texel); return texel; } vec4 testSparseTextureClamp() { vec4 texel = vec4(0.0); sparseTextureClampARB(s2D, c2, lodClamp, texel); sparseTextureClampARB(s3D, c3, lodClamp, texel); sparseTextureClampARB(sCube, c3, lodClamp, texel); sparseTextureClampARB(s2DShadow, c3, lodClamp, texel.x); sparseTextureClampARB(sCubeShadow, c4, lodClamp, texel.x); sparseTextureClampARB(s2DArray, c3, lodClamp, texel); sparseTextureClampARB(sCubeArray, c4, lodClamp, texel); sparseTextureClampARB(s2DArrayShadow, c4, lodClamp, texel.x); sparseTextureClampARB(sCubeArrayShadow, c4, compare, lodClamp, texel.x); return texel; } vec4 testTextureClamp() { vec4 texel = vec4(0.0); texel += textureClampARB(s1D, c1, lodClamp); texel += textureClampARB(s2D, c2, lodClamp); texel += textureClampARB(s3D, c3, lodClamp); texel += textureClampARB(sCube, c3, lodClamp); texel.x += textureClampARB(s1DShadow, c3, lodClamp); texel.x += textureClampARB(s2DShadow, c3, lodClamp); texel.x += textureClampARB(sCubeShadow, c4, lodClamp); texel += textureClampARB(s1DArray, c2, lodClamp); texel += textureClampARB(s2DArray, c3, lodClamp); texel += textureClampARB(sCubeArray, c4, lodClamp); texel.x += textureClampARB(s1DArrayShadow, c3, lodClamp); texel.x += textureClampARB(s2DArrayShadow, c4, lodClamp); texel.x += textureClampARB(sCubeArrayShadow, c4, compare, lodClamp); return texel; } vec4 testSparseTextureOffsetClamp() { vec4 texel = vec4(0.0); sparseTextureOffsetClampARB(s2D, c2, offset2, lodClamp, texel); sparseTextureOffsetClampARB(s3D, c3, offset3, lodClamp, texel); sparseTextureOffsetClampARB(s2DShadow, c3, offset2, lodClamp, texel.x); sparseTextureOffsetClampARB(s2DArray, c3, offset2, lodClamp, texel); sparseTextureOffsetClampARB(s2DArrayShadow, c4, offset2, lodClamp, texel.x); return texel; } vec4 testTextureOffsetClamp() { vec4 texel = vec4(0.0); texel += textureOffsetClampARB(s1D, c1, offset1, lodClamp); texel += textureOffsetClampARB(s2D, c2, offset2, lodClamp); texel += textureOffsetClampARB(s3D, c3, offset3, lodClamp); texel.x += textureOffsetClampARB(s1DShadow, c3, offset1, lodClamp); texel.x += textureOffsetClampARB(s2DShadow, c3, offset2, lodClamp); texel += textureOffsetClampARB(s1DArray, c2, offset1, lodClamp); texel += textureOffsetClampARB(s2DArray, c3, offset2, lodClamp); texel.x += textureOffsetClampARB(s1DArrayShadow, c3, offset1, lodClamp); texel.x += textureOffsetClampARB(s2DArrayShadow, c4, offset2, lodClamp); return texel; } vec4 testSparseTextureGradClamp() { vec4 texel = vec4(0.0); sparseTextureGradClampARB(s2D, c2, dPdxy2, dPdxy2, lodClamp, texel); sparseTextureGradClampARB(s3D, c3, dPdxy3, dPdxy3, lodClamp, texel); sparseTextureGradClampARB(sCube, c3, dPdxy3, dPdxy3, lodClamp, texel); sparseTextureGradClampARB(s2DShadow, c3, dPdxy2, dPdxy2, lodClamp, texel.x); sparseTextureGradClampARB(sCubeShadow, c4, dPdxy3, dPdxy3, lodClamp, texel.x); sparseTextureGradClampARB(s2DArray, c3, dPdxy2, dPdxy2, lodClamp, texel); sparseTextureGradClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, lodClamp, texel.x); sparseTextureGradClampARB(sCubeArray, c4, dPdxy3, dPdxy3, lodClamp, texel); return texel; } vec4 testTextureGradClamp() { vec4 texel = vec4(0.0); texel += textureGradClampARB(s1D, c1, dPdxy1, dPdxy1, lodClamp); texel += textureGradClampARB(s2D, c2, dPdxy2, dPdxy2, lodClamp); texel += textureGradClampARB(s3D, c3, dPdxy3, dPdxy3, lodClamp); texel += textureGradClampARB(sCube, c3, dPdxy3, dPdxy3, lodClamp); texel.x += textureGradClampARB(s1DShadow, c3, dPdxy1, dPdxy1, lodClamp); texel.x += textureGradClampARB(s2DShadow, c3, dPdxy2, dPdxy2, lodClamp); texel.x += textureGradClampARB(sCubeShadow, c4, dPdxy3, dPdxy3, lodClamp); texel += textureGradClampARB(s1DArray, c2, dPdxy1, dPdxy1, lodClamp); texel += textureGradClampARB(s2DArray, c3, dPdxy2, dPdxy2, lodClamp); texel.x += textureGradClampARB(s1DArrayShadow, c3, dPdxy1, dPdxy1, lodClamp); texel.x += textureGradClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, lodClamp); texel += textureGradClampARB(sCubeArray, c4, dPdxy3, dPdxy3, lodClamp); return texel; } vec4 testSparseTextureGradOffsetClamp() { vec4 texel = vec4(0.0); sparseTextureGradOffsetClampARB(s2D, c2, dPdxy2, dPdxy2, offset2, lodClamp, texel); sparseTextureGradOffsetClampARB(s3D, c3, dPdxy3, dPdxy3, offset3, lodClamp, texel); sparseTextureGradOffsetClampARB(s2DShadow, c3, dPdxy2, dPdxy2, offset2, lodClamp, texel.x); sparseTextureGradOffsetClampARB(s2DArray, c3, dPdxy2, dPdxy2, offset2, lodClamp, texel); sparseTextureGradOffsetClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2, lodClamp, texel.x); return texel; } vec4 testTextureGradOffsetClamp() { vec4 texel = vec4(0.0); texel += textureGradOffsetClampARB(s1D, c1, dPdxy1, dPdxy1, offset1, lodClamp); texel += textureGradOffsetClampARB(s2D, c2, dPdxy2, dPdxy2, offset2, lodClamp); texel += textureGradOffsetClampARB(s3D, c3, dPdxy3, dPdxy3, offset3, lodClamp); texel.x += textureGradOffsetClampARB(s1DShadow, c3, dPdxy1, dPdxy1, offset1, lodClamp); texel.x += textureGradOffsetClampARB(s2DShadow, c3, dPdxy2, dPdxy2, offset2, lodClamp); texel += textureGradOffsetClampARB(s1DArray, c2, dPdxy1, dPdxy1, offset1, lodClamp); texel += textureGradOffsetClampARB(s2DArray, c3, dPdxy2, dPdxy2, offset2, lodClamp); texel.x += textureGradOffsetClampARB(s1DArrayShadow, c3, dPdxy1, dPdxy1, offset1, lodClamp); texel.x += textureGradOffsetClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2, lodClamp); return texel; } vec4 testCombinedTextureSampler() { vec4 texel = vec4(0.0); texel += texture(sampler1D(t1D, s), c1); texel += texture(sampler2D(t2D, s), c2); texel += texture(sampler3D(t3D, s), c3); texel += texture(samplerCube(tCube, s), c3); texel.x += texture(sampler1DShadow(t1D, sShadow), c3); texel.x += texture(sampler2DShadow(t2D, sShadow), c3); texel.x += texture(samplerCubeShadow(tCube, sShadow), c4); texel += texture(sampler1DArray(t1DArray, s), c2); texel += texture(sampler2DArray(t2DArray, s), c3); texel += texture(samplerCubeArray(tCubeArray, s), c4); texel.x += texture(sampler1DArrayShadow(t1DArray, sShadow), c3); texel.x += texture(sampler2DArrayShadow(t2DArray, sShadow), c4); texel += texture(sampler2DRect(t2DRect, s), c2); texel.x += texture(sampler2DRectShadow(t2DRect, sShadow), c3); texel.x += texture(samplerCubeArrayShadow(tCubeArray, sShadow), c4, compare); return texel; } vec4 testSubpassLoad() { return subpassLoad(subpass) + subpassLoad(subpassMS, 2); } void main() { vec4 result = vec4(0.0); result += testTexture(); result += testTextureProj(); result += testTextureLod(); result += testTextureOffset(); result += testTextureLodOffset(); result += testTextureProjLodOffset(); result += testTexelFetch(); result += testTexelFetchOffset(); result += testTextureGrad(); result += testTextureGradOffset(); result += testTextureProjGrad(); result += testTextureProjGradoffset(); result += testTextureGather(); result += testTextureGatherOffset(); result += testTextureGatherOffsets(); result += testTextureGatherLod(); result += testTextureGatherLodOffset(); result += testTextureGatherLodOffsets(); result += vec4(testTextureSize()); result.xy += vec2(testTextureQueryLod()); result.x += testTextureQueryLevels(); result.x += testTextureSamples(); result += testImageLoad(); testImageStore(result); result += testSparseTexture(); result += testSparseTextureLod(); result += testSparseTextureOffset(); result += testSparseTextureLodOffset(); result += testSparseTextureGrad(); result += testSparseTextureGradOffset(); result += testSparseTexelFetch(); result += testSparseTexelFetchOffset(); result += testSparseTextureGather(); result += testSparseTextureGatherOffset(); result += testSparseTextureGatherOffsets(); result += testSparseTextureGatherLod(); result += testSparseTextureGatherLodOffset(); result += testSparseTextureGatherLodOffsets(); result += testSparseImageLoad(); result += testSparseTextureClamp(); result += testTextureClamp(); result += testSparseTextureOffsetClamp(); result += testTextureOffsetClamp(); result += testSparseTextureGrad(); result += testTextureGrad(); result += testSparseTextureGradOffsetClamp(); result += testTextureGradOffsetClamp(); result += testCombinedTextureSampler(); result += testSubpassLoad(); fragColor = result; }