glslang/Test/precise.tesc

110 lines
2.7 KiB
GLSL

#version 450
#extension GL_EXT_tessellation_shader : require
#extension GL_EXT_gpu_shader5 : require
float minimal() {
precise float result = 5.0;
float a = 10.0;
float b = 20.0;
float c = 30.0;
float d = 40.0;
result = a * b + c * d; // c * d, a * b and rvalue1 + rvalue2 should be 'noContraction'.
return result;
}
void continuous_assignment() {
precise float result = 5.0;
float a = 10.0;
float b = 20.0;
result = a = b + 4; // b + 4 should be 'noContraction'.
}
void convert() {
precise double result;
float a = 10.0;
float b = 20.0;
b = a + b; // a + b should be 'noContraction'.
result = double(b); // convert operation should not be 'noContraction'.
}
float loop_for() {
precise float r1 = 5.0;
precise float r2 = 10.0;
int a = 10;
int b = 20;
int c = 30;
for (int i = 0; i < a; i++) {
r1 += 3.12 + b + i; // 'noContration', this make i++ also 'noContraction'
c += 1; // 'noContration'
}
a += 1; // a + 1 should not be 'noContraction'.
r2 = c; // The calculation of c should be 'noContration'.
return float(r1 + r2); // conversion should not be 'noContration'.
}
void loop_array(void) {
precise float result;
int x = 22;
int y = 33;
float a0[3];
result += float(x) + float(y); // x + y should be 'noContraction' also result + rvalue.
for (int i = 0; i < 3; ++i) {
// a's dereference + 2 should be 'noContraction'.
result += a0[i] + 2;
// result + 1 and 3 - rvalue should be 'noContraction'.
a0[i] = 3 - result++;
}
}
void loop_while() {
precise float result = 5.0;
int a = 10;
int b = 20;
while (result < 10) {
result += 3.12 + b; // result + 3.12 should be 'noContraction'.
}
result = a + b + 5; // b + 5 should not be 'noCtraction' because all operands are integers.
result = 11.1;
}
float fma_not_decorated() {
precise float result;
float a = 1.0;
float b = 2.0;
float c = 3.0;
b = b + c; // b + c should be decorated with 'noContraction'
result = fma(a, b, c); // fma() should not be decorated with 'noContradtion'
return result;
}
precise float precise_return_exp_func() {
float a = 1.0;
float b = 2.0;
return a + b; // the ADD operation should be 'noContraction'
}
precise float precise_return_val_func() {
float a = 1.0;
float b = 2.0;
float result = a + b; // the ADD operation should be 'noContraction'
return result;
}
float precise_func_parameter(float b, precise out float c) {
float a = 0.5;
c = a + b; // noContration
return a - b; // Not noContraction
}
mat3 matrix (mat2x3 a, mat3x2 b) {
mat2x3 c = mat2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0);
precise mat3 result;
result = (a + c) * b; // should be noContraction
return result;
}
void main(){}