glslang/Test/spv.specConstantOperations.vert

91 lines
2.4 KiB
GLSL

#version 450
layout(constant_id = 200) const float sp_float = 3.1415926;
layout(constant_id = 201) const int sp_int = 10;
layout(constant_id = 202) const uint sp_uint = 100;
layout(constant_id = 203) const int sp_sint = -10;
//
// Scalars
//
// Size convert
const double float_to_double = double(sp_float);
const float double_to_float = float(float_to_double);
// Negate and Not
const int negate_int = -sp_int;
const int not_int = ~sp_int;
// Add and Subtract
const int sp_int_add_two = sp_int + 2;
const int sp_int_add_two_sub_three = sp_int + 2 - 3;
const int sp_int_add_two_sub_four = sp_int_add_two - 4;
// Mul, Div and Rem
const int sp_sint_mul_two = sp_sint * 2;
const uint sp_uint_mul_two = sp_uint * 2;
const int sp_sint_mul_two_div_five = sp_sint_mul_two / 5;
const uint sp_uint_mul_two_div_five = sp_uint_mul_two / 5;
const int sp_sint_rem_four = sp_sint % 4;
const uint sp_uint_rem_four = sp_uint % 4;
const int sp_sint_mul_three_div_five = sp_sint * 3 / 5;
// Shift
const int sp_sint_shift_right_arithmetic = sp_sint >> 10;
const uint sp_uint_shift_right_arithmetic = sp_uint >> 20;
const int sp_sint_shift_left = sp_sint << 1;
const uint sp_uint_shift_left = sp_uint << 2;
// Bitwise And, Or, Xor
const int sp_sint_or_256 = sp_sint | 0x100;
const uint sp_uint_xor_512 = sp_uint ^ 0x200;
/* // Scalar comparison */
const bool sp_int_lt_sp_sint = sp_int < sp_sint;
const bool sp_uint_equal_sp_uint = sp_uint == sp_uint;
const bool sp_int_gt_sp_sint = sp_int > sp_sint;
//
// Vectors
//
const ivec4 iv = ivec4(20, 30, sp_int, sp_int);
const uvec4 uv = uvec4(sp_uint, sp_uint, -1, -2);
const vec4 fv = vec4(sp_float, 1.25, sp_float, 1.25);
// Size convert
const dvec4 fv_to_dv = dvec4(fv);
const vec4 dv_to_fv = vec4(fv_to_dv);
// Negate and Not
const ivec4 not_iv = ~iv;
const ivec4 negate_iv = -iv;
// Add and Subtract
const ivec4 iv_add_two = iv + 2;
const ivec4 iv_add_two_sub_three = iv + 2 - 3;
const ivec4 iv_add_two_sub_four = iv_add_two_sub_three - 4;
// Mul, Div and Rem
const ivec4 iv_mul_two = iv * 2;
const ivec4 iv_mul_two_div_five = iv_mul_two / 5;
const ivec4 iv_rem_four = iv % 4;
// Shift
const ivec4 iv_shift_right_arithmetic = iv >> 10;
const ivec4 iv_shift_left = iv << 2;
// Bitwise And, Or, Xor
const ivec4 iv_or_1024 = iv | 0x400;
const uvec4 uv_xor_2048 = uv ^ 0x800;
// Swizzles
const int iv_x = iv.x;
const ivec2 iv_yx = iv.yx;
const ivec3 iv_zyx = iv.zyx;
const ivec4 iv_yzxw = iv.yzxw;
void main() {}