glslang/Test/450.frag

94 lines
2.6 KiB
GLSL

#version 450 core
in float in1;
in vec2 in2;
in vec3 in3;
in vec4 in4;
void main()
{
vec2 v2 = dFdxFine(in2);
vec3 v3 = dFdyCoarse(in3);
vec4 v4 = fwidth(in4);
v4 = dFdyFine(in4);
v3 = dFdyFine(in3);
float f = dFdx(in1) + dFdxFine(in1) + dFdxCoarse(in1);
v4 = fwidthCoarse(in4) + fwidthFine(in4);
float cull = gl_CullDistance[2];
float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances + gl_MaxSamples;
if (gl_HelperInvocation)
++v4;
int sum = gl_MaxVertexImageUniforms +
gl_MaxFragmentImageUniforms +
gl_MaxComputeImageUniforms +
gl_MaxCombinedImageUniforms +
gl_MaxCombinedShaderOutputResources;
bool b1, b3, b;
uint uin;
bvec2 b2 = mix(bvec2(b1), bvec2(b3), bvec2(b));
uint um = mix(uin, uin, b);
ivec3 im3 = mix(ivec3(uin), ivec3(uin), bvec3(b));
}
uniform sampler2DMS s2dms;
uniform usampler2DMSArray us2dmsa;
layout(rgba32i) uniform iimage2DMS ii2dms;
layout(rgba32f) uniform image2DMSArray i2dmsa;
void foo()
{
int s = textureSamples(s2dms);
s += textureSamples(us2dmsa);
s += imageSamples(ii2dms);
s += imageSamples(i2dmsa);
float f = imageAtomicExchange(i2dmsa, ivec3(in3), 2, 4.5);
}
#extension GL_ARB_sparse_texture2: enable
uniform sampler2D s2D;
uniform isampler2DArray is2DArray;
uniform sampler2DRectShadow s2DRectShadow;
in flat ivec2 offsets[4];
in vec2 c2;
in vec3 c3;
void testOffsets()
{
vec4 texel = vec4(0.0);
ivec4 itexel = ivec4(0);
const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
sparseTextureGatherOffsetsARB(s2D, c2, constOffsets, texel);
sparseTextureGatherOffsetsARB(is2DArray, c3, constOffsets, itexel, 2);
sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, constOffsets, texel);
sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel); // Error : Non constant offsets
sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2); // Error : Non constant offsets
sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel); // Error : Non constant offsets
}
in float gl_CullDistance[6];
float cull(int i)
{
return (i >= 6) ? gl_CullDistance[5] : gl_CullDistance[i];
}
layout(location = 6) in bName1 {
float f;
layout(location = 7) float g;
mat4 m;
} bInst1;
layout(location = 12) in bName2 {
float f;
layout(location = 13) float g; // ERROR, location on array
} bInst2[3];
layout(early_fragment_tests) in float f; // ERROR, must be standalone