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#version 450 core
#extension GL_ARB_sparse_texture2: enable
#extension GL_ARB_sparse_texture_clamp: enable
#extension GL_AMD_gpu_shader_half_float: enable
#extension GL_AMD_gpu_shader_half_float_fetch: enable
#extension GL_AMD_texture_gather_bias_lod: enable
layout(set = 0, binding = 0) uniform f16sampler1D s1D;
layout(set = 0, binding = 1) uniform f16sampler2D s2D;
layout(set = 0, binding = 2) uniform f16sampler3D s3D;
layout(set = 0, binding = 3) uniform f16sampler2DRect s2DRect;
layout(set = 0, binding = 4) uniform f16samplerCube sCube;
layout(set = 0, binding = 5) uniform f16samplerBuffer sBuffer;
layout(set = 0, binding = 6) uniform f16sampler2DMS s2DMS;
layout(set = 0, binding = 7) uniform f16sampler1DArray s1DArray;
layout(set = 0, binding = 8) uniform f16sampler2DArray s2DArray;
layout(set = 0, binding = 9) uniform f16samplerCubeArray sCubeArray;
layout(set = 0, binding = 10) uniform f16sampler2DMSArray s2DMSArray;
layout(set = 0, binding = 11) uniform f16sampler1DShadow s1DShadow;
layout(set = 0, binding = 12) uniform f16sampler2DShadow s2DShadow;
layout(set = 0, binding = 13) uniform f16sampler2DRectShadow s2DRectShadow;
layout(set = 0, binding = 14) uniform f16samplerCubeShadow sCubeShadow;
layout(set = 0, binding = 15) uniform f16sampler1DArrayShadow s1DArrayShadow;
layout(set = 0, binding = 16) uniform f16sampler2DArrayShadow s2DArrayShadow;
layout(set = 0, binding = 17) uniform f16samplerCubeArrayShadow sCubeArrayShadow;
layout(set = 1, binding = 0) layout(rgba16f) uniform f16image1D i1D;
layout(set = 1, binding = 1) layout(rgba16f) uniform f16image2D i2D;
layout(set = 1, binding = 2) layout(rgba16f) uniform f16image3D i3D;
layout(set = 1, binding = 3) layout(rgba16f) uniform f16image2DRect i2DRect;
layout(set = 1, binding = 4) layout(rgba16f) uniform f16imageCube iCube;
layout(set = 1, binding = 5) layout(rgba16f) uniform f16image1DArray i1DArray;
layout(set = 1, binding = 6) layout(rgba16f) uniform f16image2DArray i2DArray;
layout(set = 1, binding = 7) layout(rgba16f) uniform f16imageCubeArray iCubeArray;
layout(set = 1, binding = 8) layout(rgba16f) uniform f16imageBuffer iBuffer;
layout(set = 1, binding = 9) layout(rgba16f) uniform f16image2DMS i2DMS;
layout(set = 1, binding = 10) layout(rgba16f) uniform f16image2DMSArray i2DMSArray;
layout(set = 2, binding = 0) uniform f16texture1D t1D;
layout(set = 2, binding = 1) uniform f16texture2D t2D;
layout(set = 2, binding = 2) uniform f16texture3D t3D;
layout(set = 2, binding = 3) uniform f16texture2DRect t2DRect;
layout(set = 2, binding = 4) uniform f16textureCube tCube;
layout(set = 2, binding = 5) uniform f16texture1DArray t1DArray;
layout(set = 2, binding = 6) uniform f16texture2DArray t2DArray;
layout(set = 2, binding = 7) uniform f16textureCubeArray tCubeArray;
layout(set = 2, binding = 8) uniform f16textureBuffer tBuffer;
layout(set = 2, binding = 9) uniform f16texture2DMS t2DMS;
layout(set = 2, binding = 10) uniform f16texture2DMSArray 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 f16subpassInput subpass;
layout(set = 3, binding = 1, input_attachment_index = 0) uniform f16subpassInputMS 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;
layout(location = 11) in float16_t f16c1;
layout(location = 12) in f16vec2 f16c2;
layout(location = 13) in f16vec3 f16c3;
layout(location = 14) in f16vec4 f16c4;
layout(location = 15) in float16_t f16lod;
layout(location = 16) in float16_t f16bias;
layout(location = 17) in float16_t f16lodClamp;
layout(location = 18) in float16_t f16dPdxy1;
layout(location = 19) in f16vec2 f16dPdxy2;
layout(location = 20) in f16vec3 f16dPdxy3;
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;
f16vec4 testTexture()
{
f16vec4 texel = f16vec4(0.0hf);
texel += texture(s1D, c1);
texel += texture(s1D, f16c1, f16bias);
texel += texture(s2D, c2);
texel += texture(s2D, f16c2, f16bias);
texel += texture(s3D, c3);
texel += texture(s3D, f16c3, f16bias);
texel += texture(sCube, c3);
texel += texture(sCube, f16c3, f16bias);
texel.x += texture(s1DShadow, c3);
texel.x += texture(s1DShadow, f16c2, compare, f16bias);
texel.x += texture(s2DShadow, c3);
texel.x += texture(s2DShadow, f16c2, compare, f16bias);
texel.x += texture(sCubeShadow, c4);
texel.x += texture(sCubeShadow, f16c3, compare, f16bias);
texel += texture(s1DArray, c2);
texel += texture(s1DArray, f16c2, f16bias);
texel += texture(s2DArray, c3);
texel += texture(s2DArray, f16c3, f16bias);
texel += texture(sCubeArray, c4);
texel += texture(sCubeArray, f16c4, f16bias);
texel.x += texture(s1DArrayShadow, c3);
texel.x += texture(s1DArrayShadow, f16c2, compare, f16bias);
texel.x += texture(s2DArrayShadow, c4);
texel.x += texture(s2DArrayShadow, f16c3, compare);
texel += texture(s2DRect, c2);
texel += texture(s2DRect, f16c2);
texel.x += texture(s2DRectShadow, c3);
texel.x += texture(s2DRectShadow, f16c2, compare);
texel.x += texture(sCubeArrayShadow, c4, compare);
texel.x += texture(sCubeArrayShadow, f16c4, compare);
return texel;
}
f16vec4 testTextureProj()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureProj(s1D, c2);
texel += textureProj(s1D, f16c2, f16bias);
texel += textureProj(s1D, c4);
texel += textureProj(s1D, f16c4, f16bias);
texel += textureProj(s2D, c3);
texel += textureProj(s2D, f16c3, f16bias);
texel += textureProj(s2D, c4);
texel += textureProj(s2D, f16c4, f16bias);
texel += textureProj(s3D, c4);
texel += textureProj(s3D, f16c4, f16bias);
texel.x += textureProj(s1DShadow, c4);
texel.x += textureProj(s1DShadow, f16c3, compare, f16bias);
texel.x += textureProj(s2DShadow, c4);
texel.x += textureProj(s2DShadow, f16c3, compare, f16bias);
texel += textureProj(s2DRect, c3);
texel += textureProj(s2DRect, f16c3);
texel += textureProj(s2DRect, c4);
texel += textureProj(s2DRect, f16c4);
texel.x += textureProj(s2DRectShadow, c4);
texel.x += textureProj(s2DRectShadow, f16c3, compare);
return texel;
}
f16vec4 testTextureLod()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureLod(s1D, c1, lod);
texel += textureLod(s1D, f16c1, f16lod);
texel += textureLod(s2D, c2, lod);
texel += textureLod(s2D, f16c2, f16lod);
texel += textureLod(s3D, c3, lod);
texel += textureLod(s3D, f16c3, f16lod);
texel += textureLod(sCube, c3, lod);
texel += textureLod(sCube, f16c3, f16lod);
texel.x += textureLod(s1DShadow, c3, lod);
texel.x += textureLod(s1DShadow, f16c2, compare, f16lod);
texel.x += textureLod(s2DShadow, c3, lod);
texel.x += textureLod(s2DShadow, f16c2, compare, f16lod);
texel += textureLod(s1DArray, c2, lod);
texel += textureLod(s1DArray, f16c2, f16lod);
texel += textureLod(s2DArray, c3, lod);
texel += textureLod(s2DArray, f16c3, f16lod);
texel.x += textureLod(s1DArrayShadow, c3, lod);
texel.x += textureLod(s1DArrayShadow, f16c2, compare, f16lod);
texel += textureLod(sCubeArray, c4, lod);
texel += textureLod(sCubeArray, f16c4, f16lod);
return texel;
}
f16vec4 testTextureOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureOffset(s1D, c1, offset1);
texel += textureOffset(s1D, f16c1, offset1, f16bias);
texel += textureOffset(s2D, c2, offset2);
texel += textureOffset(s2D, f16c2, offset2, f16bias);
texel += textureOffset(s3D, c3, offset3);
texel += textureOffset(s3D, f16c3, offset3, f16bias);
texel += textureOffset(s2DRect, c2, offset2);
texel += textureOffset(s2DRect, f16c2, offset2);
texel.x += textureOffset(s2DRectShadow, c3, offset2);
texel.x += textureOffset(s2DRectShadow, f16c2, compare, offset2);
texel.x += textureOffset(s1DShadow, c3, offset1);
texel.x += textureOffset(s1DShadow, f16c2, compare, offset1, f16bias);
texel.x += textureOffset(s2DShadow, c3, offset2);
texel.x += textureOffset(s2DShadow, f16c2, compare, offset2, f16bias);
texel += textureOffset(s1DArray, c2, offset1);
texel += textureOffset(s1DArray, f16c2, offset1, f16bias);
texel += textureOffset(s2DArray, c3, offset2);
texel += textureOffset(s2DArray, f16c3, offset2, f16bias);
texel.x += textureOffset(s1DArrayShadow, c3, offset1);
texel.x += textureOffset(s1DArrayShadow, f16c2, compare, offset1, f16bias);
texel.x += textureOffset(s2DArrayShadow, c4, offset2);
texel.x += textureOffset(s2DArrayShadow, f16c3, compare, offset2);
return texel;
}
f16vec4 testTextureProjOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureProjOffset(s1D, c2, offset1);
texel += textureProjOffset(s1D, f16c2, offset1, f16bias);
texel += textureProjOffset(s1D, c4, offset1);
texel += textureProjOffset(s1D, f16c4, offset1, f16bias);
texel += textureProjOffset(s2D, c3, offset2);
texel += textureProjOffset(s2D, f16c3, offset2, f16bias);
texel += textureProjOffset(s2D, c4, offset2);
texel += textureProjOffset(s2D, f16c4, offset2, f16bias);
texel += textureProjOffset(s3D, c4, offset3);
texel += textureProjOffset(s3D, f16c4, offset3, f16bias);
texel += textureProjOffset(s2DRect, c3, offset2);
texel += textureProjOffset(s2DRect, f16c3, offset2);
texel += textureProjOffset(s2DRect, c4, offset2);
texel += textureProjOffset(s2DRect, f16c4, offset2);
texel.x += textureProjOffset(s2DRectShadow, c4, offset2);
texel.x += textureProjOffset(s2DRectShadow, f16c3, compare, offset2);
texel.x += textureProjOffset(s1DShadow, c4, offset1);
texel.x += textureProjOffset(s1DShadow, f16c3, compare, offset1, f16bias);
texel.x += textureProjOffset(s2DShadow, c4, offset2);
texel.x += textureProjOffset(s2DShadow, f16c3, compare, offset2, f16bias);
return texel;
}
f16vec4 testTextureLodOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureLodOffset(s1D, c1, lod, offset1);
texel += textureLodOffset(s1D, f16c1, f16lod, offset1);
texel += textureLodOffset(s2D, c2, lod, offset2);
texel += textureLodOffset(s2D, f16c2, f16lod, offset2);
texel += textureLodOffset(s3D, c3, lod, offset3);
texel += textureLodOffset(s3D, f16c3, f16lod, offset3);
texel.x += textureLodOffset(s1DShadow, c3, lod, offset1);
texel.x += textureLodOffset(s1DShadow, f16c2, compare, f16lod, offset1);
texel.x += textureLodOffset(s2DShadow, c3, lod, offset2);
texel.x += textureLodOffset(s2DShadow, f16c2, compare, f16lod, offset2);
texel += textureLodOffset(s1DArray, c2, lod, offset1);
texel += textureLodOffset(s1DArray, f16c2, f16lod, offset1);
texel += textureLodOffset(s2DArray, c3, lod, offset2);
texel += textureLodOffset(s2DArray, f16c3, f16lod, offset2);
texel.x += textureLodOffset(s1DArrayShadow, c3, lod, offset1);
texel.x += textureLodOffset(s1DArrayShadow, f16c2, compare, f16lod, offset1);
return texel;
}
f16vec4 testTextureProjLodOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureProjLodOffset(s1D, c2, lod, offset1);
texel += textureProjLodOffset(s1D, f16c2, f16lod, offset1);
texel += textureProjLodOffset(s1D, c4, lod, offset1);
texel += textureProjLodOffset(s1D, f16c4, f16lod, offset1);
texel += textureProjLodOffset(s2D, c3, lod, offset2);
texel += textureProjLodOffset(s2D, f16c3, f16lod, offset2);
texel += textureProjLodOffset(s2D, c4, lod, offset2);
texel += textureProjLodOffset(s2D, f16c4, f16lod, offset2);
texel += textureProjLodOffset(s3D, c4, lod, offset3);
texel += textureProjLodOffset(s3D, f16c4, f16lod, offset3);
texel.x += textureProjLodOffset(s1DShadow, c4, lod, offset1);
texel.x += textureProjLodOffset(s1DShadow, f16c3, compare, f16lod, offset1);
texel.x += textureProjLodOffset(s2DShadow, c4, lod, offset2);
texel.x += textureProjLodOffset(s2DShadow, f16c3, compare, f16lod, offset2);
return texel;
}
f16vec4 testTexelFetch()
{
f16vec4 texel = f16vec4(0.0hf);
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;
}
f16vec4 testTexelFetchOffset()
{
f16vec4 texel = f16vec4(0.0hf);
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;
}
f16vec4 testTextureGrad()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGrad(s1D, c1, dPdxy1, dPdxy1);
texel += textureGrad(s1D, f16c1, f16dPdxy1, f16dPdxy1);
texel += textureGrad(s2D, c2, dPdxy2, dPdxy2);
texel += textureGrad(s2D, f16c2, f16dPdxy2, f16dPdxy2);
texel += textureGrad(s3D, c3, dPdxy3, dPdxy3);
texel += textureGrad(s3D, f16c3, f16dPdxy3, f16dPdxy3);
texel += textureGrad(sCube, c3, dPdxy3, dPdxy3);
texel += textureGrad(sCube, f16c3, f16dPdxy3, f16dPdxy3);
texel += textureGrad(s2DRect, c2, dPdxy2, dPdxy2);
texel += textureGrad(s2DRect, f16c2, f16dPdxy2, f16dPdxy2);
texel.x += textureGrad(s2DRectShadow, c3, dPdxy2, dPdxy2);
texel.x += textureGrad(s2DRectShadow, f16c2, compare, f16dPdxy2, f16dPdxy2);
texel.x += textureGrad(s1DShadow, c3, dPdxy1, dPdxy1);
texel.x += textureGrad(s1DShadow, f16c2, compare, f16dPdxy1, f16dPdxy1);
texel.x += textureGrad(s2DShadow, c3, dPdxy2, dPdxy2);
texel.x += textureGrad(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2);
texel.x += textureGrad(sCubeShadow, c4, dPdxy3, dPdxy3);
texel.x += textureGrad(sCubeShadow, f16c3, compare, f16dPdxy3, f16dPdxy3);
texel += textureGrad(s1DArray, c2, dPdxy1, dPdxy1);
texel += textureGrad(s1DArray, f16c2, f16dPdxy1, f16dPdxy1);
texel += textureGrad(s2DArray, c3, dPdxy2, dPdxy2);
texel += textureGrad(s2DArray, f16c3, f16dPdxy2, f16dPdxy2);
texel.x += textureGrad(s1DArrayShadow, c3, dPdxy1, dPdxy1);
texel.x += textureGrad(s1DArrayShadow, f16c2, compare, f16dPdxy1, f16dPdxy1);
texel.x += textureGrad(s2DArrayShadow, c4, dPdxy2, dPdxy2);
texel.x += textureGrad(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2);
texel += textureGrad(sCubeArray, c4, dPdxy3, dPdxy3);
texel += textureGrad(sCubeArray, f16c4, f16dPdxy3, f16dPdxy3);
return texel;
}
f16vec4 testTextureGradOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGradOffset(s1D, c1, dPdxy1, dPdxy1, offset1);
texel += textureGradOffset(s1D, f16c1, f16dPdxy1, f16dPdxy1, offset1);
texel += textureGradOffset(s2D, c2, dPdxy2, dPdxy2, offset2);
texel += textureGradOffset(s2D, f16c2, f16dPdxy2, f16dPdxy2, offset2);
texel += textureGradOffset(s3D, c3, dPdxy3, dPdxy3, offset3);
texel += textureGradOffset(s3D, f16c3, f16dPdxy3, f16dPdxy3, offset3);
texel += textureGradOffset(s2DRect, c2, dPdxy2, dPdxy2, offset2);
texel += textureGradOffset(s2DRect, f16c2, f16dPdxy2, f16dPdxy2, offset2);
texel.x += textureGradOffset(s2DRectShadow, c3, dPdxy2, dPdxy2, offset2);
texel.x += textureGradOffset(s2DRectShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, offset2);
texel.x += textureGradOffset(s1DShadow, c3, dPdxy1, dPdxy1, offset1);
texel.x += textureGradOffset(s1DShadow, f16c2, compare, f16dPdxy1, f16dPdxy1, offset1);
texel.x += textureGradOffset(s2DShadow, c3, dPdxy2, dPdxy2, offset2);
texel.x += textureGradOffset(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, offset2);
texel += textureGradOffset(s1DArray, c2, dPdxy1, dPdxy1, offset1);
texel += textureGradOffset(s1DArray, f16c2, f16dPdxy1, f16dPdxy1, offset1);
texel += textureGradOffset(s2DArray, c3, dPdxy2, dPdxy2, offset2);
texel += textureGradOffset(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, offset2);
texel.x += textureGradOffset(s1DArrayShadow, c3, dPdxy1, dPdxy1, offset1);
texel.x += textureGradOffset(s1DArrayShadow, f16c2, compare, f16dPdxy1, f16dPdxy1, offset1);
texel.x += textureGradOffset(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2);
texel.x += textureGradOffset(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, offset2);
return texel;
}
f16vec4 testTextureProjGrad()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureProjGrad(s1D, c2, dPdxy1, dPdxy1);
texel += textureProjGrad(s1D, f16c2, f16dPdxy1, f16dPdxy1);
texel += textureProjGrad(s1D, c4, dPdxy1, dPdxy1);
texel += textureProjGrad(s1D, f16c4, f16dPdxy1, f16dPdxy1);
texel += textureProjGrad(s2D, c3, dPdxy2, dPdxy2);
texel += textureProjGrad(s2D, f16c3, f16dPdxy2, f16dPdxy2);
texel += textureProjGrad(s2D, c4, dPdxy2, dPdxy2);
texel += textureProjGrad(s2D, f16c4, f16dPdxy2, f16dPdxy2);
texel += textureProjGrad(s3D, c4, dPdxy3, dPdxy3);
texel += textureProjGrad(s3D, f16c4, f16dPdxy3, f16dPdxy3);
texel += textureProjGrad(s2DRect, c3, dPdxy2, dPdxy2);
texel += textureProjGrad(s2DRect, f16c3, f16dPdxy2, f16dPdxy2);
texel += textureProjGrad(s2DRect, c4, dPdxy2, dPdxy2);
texel += textureProjGrad(s2DRect, f16c4, f16dPdxy2, f16dPdxy2);
texel.x += textureProjGrad(s2DRectShadow, c4, dPdxy2, dPdxy2);
texel.x += textureProjGrad(s2DRectShadow, f16c3, compare, f16dPdxy2, f16dPdxy2);
texel.x += textureProjGrad(s1DShadow, c4, dPdxy1, dPdxy1);
texel.x += textureProjGrad(s1DShadow, f16c3, compare, f16dPdxy1, f16dPdxy1);
texel.x += textureProjGrad(s2DShadow, c4, dPdxy2, dPdxy2);
texel.x += textureProjGrad(s2DShadow, f16c3, compare, f16dPdxy2, f16dPdxy2);
return texel;
}
f16vec4 testTextureProjGradoffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureProjGradOffset(s1D, c2, dPdxy1, dPdxy1, offset1);
texel += textureProjGradOffset(s1D, f16c2, f16dPdxy1, f16dPdxy1, offset1);
texel += textureProjGradOffset(s1D, c4, dPdxy1, dPdxy1, offset1);
texel += textureProjGradOffset(s1D, f16c4, f16dPdxy1, f16dPdxy1, offset1);
texel += textureProjGradOffset(s2D, c3, dPdxy2, dPdxy2, offset2);
texel += textureProjGradOffset(s2D, f16c3, f16dPdxy2, f16dPdxy2, offset2);
texel += textureProjGradOffset(s2D, c4, dPdxy2, dPdxy2, offset2);
texel += textureProjGradOffset(s2D, f16c4, f16dPdxy2, f16dPdxy2, offset2);
texel += textureProjGradOffset(s2DRect, c3, dPdxy2, dPdxy2, offset2);
texel += textureProjGradOffset(s2DRect, f16c3, f16dPdxy2, f16dPdxy2, offset2);
texel += textureProjGradOffset(s2DRect, c4, dPdxy2, dPdxy2, offset2);
texel += textureProjGradOffset(s2DRect, f16c4, f16dPdxy2, f16dPdxy2, offset2);
texel.x += textureProjGradOffset(s2DRectShadow, c4, dPdxy2, dPdxy2, offset2);
texel.x += textureProjGradOffset(s2DRectShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, offset2);
texel += textureProjGradOffset(s3D, c4, dPdxy3, dPdxy3, offset3);
texel += textureProjGradOffset(s3D, f16c4, f16dPdxy3, f16dPdxy3, offset3);
texel.x += textureProjGradOffset(s1DShadow, c4, dPdxy1, dPdxy1, offset1);
texel.x += textureProjGradOffset(s1DShadow, f16c3, compare, f16dPdxy1, f16dPdxy1, offset1);
texel.x += textureProjGradOffset(s2DShadow, c4, dPdxy2, dPdxy2, offset2);
texel.x += textureProjGradOffset(s2DShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, offset2);
return texel;
}
f16vec4 testTextureGather()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGather(s2D, c2, 0);
texel += textureGather(s2D, f16c2, 0, f16bias);
texel += textureGather(s2DArray, c3, 0);
texel += textureGather(s2DArray, f16c3, 0, f16bias);
texel += textureGather(sCube, c3, 0);
texel += textureGather(sCube, f16c3, 0, f16bias);
texel += textureGather(sCubeArray, c4, 0);
texel += textureGather(sCubeArray, f16c4, 0, f16bias);
texel += textureGather(s2DRect, c2, 0);
texel += textureGather(s2DRect, f16c2, 0);
texel += textureGather(s2DShadow, c2, compare);
texel += textureGather(s2DShadow, f16c2, compare);
texel += textureGather(s2DArrayShadow, c3, compare);
texel += textureGather(s2DArrayShadow, f16c3, compare);
texel += textureGather(sCubeShadow, c3, compare);
texel += textureGather(sCubeShadow, f16c3, compare);
texel += textureGather(sCubeArrayShadow, c4, compare);
texel += textureGather(sCubeArrayShadow, f16c4, compare);
texel += textureGather(s2DRectShadow, c2, compare);
texel += textureGather(s2DRectShadow, f16c2, compare);
return texel;
}
f16vec4 testTextureGatherOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGatherOffset(s2D, c2, offset2, 0);
texel += textureGatherOffset(s2D, f16c2, offset2, 0, f16bias);
texel += textureGatherOffset(s2DArray, c3, offset2, 0);
texel += textureGatherOffset(s2DArray, f16c3, offset2, 0, f16bias);
texel += textureGatherOffset(s2DRect, c2, offset2, 0);
texel += textureGatherOffset(s2DRect, f16c2, offset2, 0);
texel += textureGatherOffset(s2DShadow, c2, compare, offset2);
texel += textureGatherOffset(s2DShadow, f16c2, compare, offset2);
texel += textureGatherOffset(s2DArrayShadow, c3, compare, offset2);
texel += textureGatherOffset(s2DArrayShadow, f16c3, compare, offset2);
texel += textureGatherOffset(s2DRectShadow, c2, compare, offset2);
texel += textureGatherOffset(s2DRectShadow, f16c2, compare, offset2);
return texel;
}
f16vec4 testTextureGatherOffsets()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGatherOffsets(s2D, c2, offsets, 0);
texel += textureGatherOffsets(s2D, f16c2, offsets, 0, f16bias);
texel += textureGatherOffsets(s2DArray, c3, offsets, 0);
texel += textureGatherOffsets(s2DArray, f16c3, offsets, 0, f16bias);
texel += textureGatherOffsets(s2DRect, c2, offsets, 0);
texel += textureGatherOffsets(s2DRect, f16c2, offsets, 0);
texel += textureGatherOffsets(s2DShadow, c2, compare, offsets);
texel += textureGatherOffsets(s2DShadow, f16c2, compare, offsets);
texel += textureGatherOffsets(s2DArrayShadow, c3, compare, offsets);
texel += textureGatherOffsets(s2DArrayShadow, f16c3, compare, offsets);
texel += textureGatherOffsets(s2DRectShadow, c2, compare, offsets);
texel += textureGatherOffsets(s2DRectShadow, f16c2, compare, offsets);
return texel;
}
f16vec4 testTextureGatherLod()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGatherLodAMD(s2D, c2, lod, 0);
texel += textureGatherLodAMD(s2D, f16c2, f16lod, 0);
texel += textureGatherLodAMD(s2DArray, c3, lod, 0);
texel += textureGatherLodAMD(s2DArray, f16c3, f16lod, 0);
texel += textureGatherLodAMD(sCube, c3, lod, 0);
texel += textureGatherLodAMD(sCube, f16c3, f16lod, 0);
texel += textureGatherLodAMD(sCubeArray, c4, lod, 0);
texel += textureGatherLodAMD(sCubeArray, f16c4, f16lod, 0);
return texel;
}
f16vec4 testTextureGatherLodOffset()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGatherLodOffsetAMD(s2D, c2, lod, offset2, 0);
texel += textureGatherLodOffsetAMD(s2D, f16c2, f16lod, offset2, 0);
texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offset2, 0);
texel += textureGatherLodOffsetAMD(s2DArray, f16c3, f16lod, offset2, 0);
return texel;
}
f16vec4 testTextureGatherLodOffsets()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets, 0);
texel += textureGatherLodOffsetsAMD(s2D, f16c2, f16lod, offsets, 0);
texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 0);
texel += textureGatherLodOffsetsAMD(s2DArray, f16c3, f16lod, 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(s1D, f16c1);
lod += textureQueryLod(s2D, c2);
lod += textureQueryLod(s2D, f16c2);
lod += textureQueryLod(s3D, c3);
lod += textureQueryLod(s3D, f16c3);
lod += textureQueryLod(sCube, c3);
lod += textureQueryLod(sCube, f16c3);
lod += textureQueryLod(s1DArray, c1);
lod += textureQueryLod(s1DArray, f16c1);
lod += textureQueryLod(s2DArray, c2);
lod += textureQueryLod(s2DArray, f16c2);
lod += textureQueryLod(sCubeArray, c3);
lod += textureQueryLod(sCubeArray, f16c3);
lod += textureQueryLod(s1DShadow, c1);
lod += textureQueryLod(s1DShadow, f16c1);
lod += textureQueryLod(s2DShadow, c2);
lod += textureQueryLod(s2DShadow, f16c2);
lod += textureQueryLod(sCubeArrayShadow, c3);
lod += textureQueryLod(sCubeArrayShadow, f16c3);
lod += textureQueryLod(s1DArrayShadow, c1);
lod += textureQueryLod(s1DArrayShadow, f16c1);
lod += textureQueryLod(s2DArrayShadow, c2);
lod += textureQueryLod(s2DArrayShadow, f16c2);
lod += textureQueryLod(sCubeArrayShadow, c3);
lod += textureQueryLod(sCubeArrayShadow, f16c3);
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;
}
f16vec4 testImageLoad()
{
f16vec4 texel = f16vec4(0.0hf);
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(f16vec4 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);
}
f16vec4 testSparseTexture()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureARB(s2D, c2, texel);
sparseTextureARB(s2D, f16c2, texel, f16bias);
sparseTextureARB(s3D, c3, texel);
sparseTextureARB(s3D, f16c3, texel, f16bias);
sparseTextureARB(sCube, c3, texel);
sparseTextureARB(sCube, f16c3, texel, f16bias);
sparseTextureARB(s2DShadow, c3, texel.x);
sparseTextureARB(s2DShadow, f16c2, compare, texel.x, f16bias);
sparseTextureARB(sCubeShadow, c4, texel.x);
sparseTextureARB(sCubeShadow, f16c3, compare, texel.x, f16bias);
sparseTextureARB(s2DArray, c3, texel);
sparseTextureARB(s2DArray, f16c3, texel, f16bias);
sparseTextureARB(sCubeArray, c4, texel);
sparseTextureARB(sCubeArray, f16c4, texel, f16bias);
sparseTextureARB(s2DArrayShadow, c4, texel.x);
sparseTextureARB(s2DArrayShadow, f16c3, compare, texel.x);
sparseTextureARB(s2DRect, c2, texel);
sparseTextureARB(s2DRect, f16c2, texel);
sparseTextureARB(s2DRectShadow, c3, texel.x);
sparseTextureARB(s2DRectShadow, f16c2, compare, texel.x);
sparseTextureARB(sCubeArrayShadow, c4, compare, texel.x);
sparseTextureARB(sCubeArrayShadow, f16c4, compare, texel.x);
return texel;
}
f16vec4 testSparseTextureLod()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureLodARB(s2D, c2, lod, texel);
sparseTextureLodARB(s2D, f16c2, f16lod, texel);
sparseTextureLodARB(s3D, c3, lod, texel);
sparseTextureLodARB(s3D, f16c3, f16lod, texel);
sparseTextureLodARB(sCube, c3, lod, texel);
sparseTextureLodARB(sCube, f16c3, f16lod, texel);
sparseTextureLodARB(s2DShadow, c3, lod, texel.x);
sparseTextureLodARB(s2DShadow, f16c2, compare, f16lod, texel.x);
sparseTextureLodARB(s2DArray, c3, lod, texel);
sparseTextureLodARB(s2DArray, f16c3, f16lod, texel);
sparseTextureLodARB(sCubeArray, c4, lod, texel);
sparseTextureLodARB(sCubeArray, f16c4, f16lod, texel);
return texel;
}
f16vec4 testSparseTextureOffset()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureOffsetARB(s2D, c2, offset2, texel);
sparseTextureOffsetARB(s2D, f16c2, offset2, texel, f16bias);
sparseTextureOffsetARB(s3D, c3, offset3, texel);
sparseTextureOffsetARB(s3D, f16c3, offset3, texel, f16bias);
sparseTextureOffsetARB(s2DRect, c2, offset2, texel);
sparseTextureOffsetARB(s2DRect, f16c2, offset2, texel);
sparseTextureOffsetARB(s2DRectShadow, c3, offset2, texel.x);
sparseTextureOffsetARB(s2DRectShadow, f16c2, compare, offset2, texel.x);
sparseTextureOffsetARB(s2DShadow, c3, offset2, texel.x);
sparseTextureOffsetARB(s2DShadow, f16c2, compare, offset2, texel.x, f16bias);
sparseTextureOffsetARB(s2DArray, c3, offset2, texel);
sparseTextureOffsetARB(s2DArray, f16c3, offset2, texel, f16bias);
sparseTextureOffsetARB(s2DArrayShadow, c4, offset2, texel.x);
sparseTextureOffsetARB(s2DArrayShadow, f16c3, compare, offset2, texel.x);
return texel;
}
f16vec4 testSparseTextureLodOffset()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureLodOffsetARB(s2D, c2, lod, offset2, texel);
sparseTextureLodOffsetARB(s2D, f16c2, f16lod, offset2, texel);
sparseTextureLodOffsetARB(s3D, c3, lod, offset3, texel);
sparseTextureLodOffsetARB(s3D, f16c3, f16lod, offset3, texel);
sparseTextureLodOffsetARB(s2DShadow, c3, lod, offset2, texel.x);
sparseTextureLodOffsetARB(s2DShadow, f16c2, compare, f16lod, offset2, texel.x);
sparseTextureLodOffsetARB(s2DArray, c3, lod, offset2, texel);
sparseTextureLodOffsetARB(s2DArray, f16c3, f16lod, offset2, texel);
return texel;
}
f16vec4 testSparseTextureGrad()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGradARB(s2D, c2, dPdxy2, dPdxy2, texel);
sparseTextureGradARB(s2D, f16c2, f16dPdxy2, f16dPdxy2, texel);
sparseTextureGradARB(s3D, c3, dPdxy3, dPdxy3, texel);
sparseTextureGradARB(s3D, f16c3, f16dPdxy3, f16dPdxy3, texel);
sparseTextureGradARB(sCube, c3, dPdxy3, dPdxy3, texel);
sparseTextureGradARB(sCube, f16c3, f16dPdxy3, f16dPdxy3, texel);
sparseTextureGradARB(s2DRect, c2, dPdxy2, dPdxy2, texel);
sparseTextureGradARB(s2DRect, f16c2, f16dPdxy2, f16dPdxy2, texel);
sparseTextureGradARB(s2DRectShadow, c3, dPdxy2, dPdxy2, texel.x);
sparseTextureGradARB(s2DRectShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, texel.x);
sparseTextureGradARB(s2DShadow, c3, dPdxy2, dPdxy2, texel.x);
sparseTextureGradARB(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, texel.x);
sparseTextureGradARB(sCubeShadow, c4, dPdxy3, dPdxy3, texel.x);
sparseTextureGradARB(sCubeShadow, f16c3, compare, f16dPdxy3, f16dPdxy3, texel.x);
sparseTextureGradARB(s2DArray, c3, dPdxy2, dPdxy2, texel);
sparseTextureGradARB(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, texel);
sparseTextureGradARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, texel.x);
sparseTextureGradARB(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, texel.x);
sparseTextureGradARB(sCubeArray, c4, dPdxy3, dPdxy3, texel);
sparseTextureGradARB(sCubeArray, f16c4, f16dPdxy3, f16dPdxy3, texel);
return texel;
}
f16vec4 testSparseTextureGradOffset()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGradOffsetARB(s2D, c2, dPdxy2, dPdxy2, offset2, texel);
sparseTextureGradOffsetARB(s2D, f16c2, f16dPdxy2, f16dPdxy2, offset2, texel);
sparseTextureGradOffsetARB(s3D, c3, dPdxy3, dPdxy3, offset3, texel);
sparseTextureGradOffsetARB(s3D, f16c3, f16dPdxy3, f16dPdxy3, offset3, texel);
sparseTextureGradOffsetARB(s2DRect, c2, dPdxy2, dPdxy2, offset2, texel);
sparseTextureGradOffsetARB(s2DRect, f16c2, f16dPdxy2, f16dPdxy2, offset2, texel);
sparseTextureGradOffsetARB(s2DRectShadow, c3, dPdxy2, dPdxy2, offset2, texel.x);
sparseTextureGradOffsetARB(s2DRectShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, offset2, texel.x);
sparseTextureGradOffsetARB(s2DShadow, c3, dPdxy2, dPdxy2, offset2, texel.x);
sparseTextureGradOffsetARB(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, offset2, texel.x);
sparseTextureGradOffsetARB(s2DArray, c3, dPdxy2, dPdxy2, offset2, texel);
sparseTextureGradOffsetARB(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, offset2, texel);
sparseTextureGradOffsetARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2, texel.x);
sparseTextureGradOffsetARB(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, offset2, texel.x);
return texel;
}
f16vec4 testSparseTexelFetch()
{
f16vec4 texel = f16vec4(0.0hf);
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;
}
f16vec4 testSparseTexelFetchOffset()
{
f16vec4 texel = f16vec4(0.0hf);
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;
}
f16vec4 testSparseTextureGather()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGatherARB(s2D, c2, texel, 0);
sparseTextureGatherARB(s2D, f16c2, texel, 0, f16bias);
sparseTextureGatherARB(s2DArray, c3, texel, 0);
sparseTextureGatherARB(s2DArray, f16c3, texel, 0, f16bias);
sparseTextureGatherARB(sCube, c3, texel, 0);
sparseTextureGatherARB(sCube, f16c3, texel, 0, f16bias);
sparseTextureGatherARB(sCubeArray, c4, texel, 0);
sparseTextureGatherARB(sCubeArray, f16c4, texel, 0, f16bias);
sparseTextureGatherARB(s2DRect, c2, texel, 0);
sparseTextureGatherARB(s2DRect, f16c2, texel, 0);
sparseTextureGatherARB(s2DShadow, c2, compare, texel);
sparseTextureGatherARB(s2DShadow, f16c2, compare, texel);
sparseTextureGatherARB(s2DArrayShadow, c3, compare, texel);
sparseTextureGatherARB(s2DArrayShadow, f16c3, compare, texel);
sparseTextureGatherARB(sCubeShadow, c3, compare, texel);
sparseTextureGatherARB(sCubeShadow, f16c3, compare, texel);
sparseTextureGatherARB(sCubeArrayShadow, c4, compare, texel);
sparseTextureGatherARB(sCubeArrayShadow, f16c4, compare, texel);
sparseTextureGatherARB(s2DRectShadow, c2, compare, texel);
sparseTextureGatherARB(s2DRectShadow, f16c2, compare, texel);
return texel;
}
f16vec4 testSparseTextureGatherOffset()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGatherOffsetARB(s2D, c2, offset2, texel, 0);
sparseTextureGatherOffsetARB(s2D, f16c2, offset2, texel, 0, f16bias);
sparseTextureGatherOffsetARB(s2DArray, c3, offset2, texel, 0);
sparseTextureGatherOffsetARB(s2DArray, f16c3, offset2, texel, 0, f16bias);
sparseTextureGatherOffsetARB(s2DRect, c2, offset2, texel, 0);
sparseTextureGatherOffsetARB(s2DRect, f16c2, offset2, texel, 0);
sparseTextureGatherOffsetARB(s2DShadow, c2, compare, offset2, texel);
sparseTextureGatherOffsetARB(s2DShadow, f16c2, compare, offset2, texel);
sparseTextureGatherOffsetARB(s2DArrayShadow, c3, compare, offset2, texel);
sparseTextureGatherOffsetARB(s2DArrayShadow, f16c3, compare, offset2, texel);
sparseTextureGatherOffsetARB(s2DRectShadow, c2, compare, offset2, texel);
sparseTextureGatherOffsetARB(s2DRectShadow, f16c2, compare, offset2, texel);
return texel;
}
f16vec4 testSparseTextureGatherOffsets()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel, 0);
sparseTextureGatherOffsetsARB(s2D, f16c2, offsets, texel, 0, f16bias);
sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, texel, 0);
sparseTextureGatherOffsetsARB(s2DArray, f16c3, offsets, texel, 0, f16bias);
sparseTextureGatherOffsetsARB(s2DRect, c2, offsets, texel, 0);
sparseTextureGatherOffsetsARB(s2DRect, f16c2, offsets, texel, 0);
sparseTextureGatherOffsetsARB(s2DShadow, c2, compare, offsets, texel);
sparseTextureGatherOffsetsARB(s2DShadow, f16c2, compare, offsets, texel);
sparseTextureGatherOffsetsARB(s2DArrayShadow, c3, compare, offsets, texel);
sparseTextureGatherOffsetsARB(s2DArrayShadow, f16c3, compare, offsets, texel);
sparseTextureGatherOffsetsARB(s2DRectShadow, c2, compare, offsets, texel);
sparseTextureGatherOffsetsARB(s2DRectShadow, f16c2, compare, offsets, texel);
return texel;
}
f16vec4 testSparseTextureGatherLod()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGatherLodAMD(s2D, c2, lod, texel, 0);
sparseTextureGatherLodAMD(s2D, f16c2, f16lod, texel, 0);
sparseTextureGatherLodAMD(s2DArray, c3, lod, texel, 0);
sparseTextureGatherLodAMD(s2DArray, f16c3, f16lod, texel, 0);
sparseTextureGatherLodAMD(sCube, c3, lod, texel, 0);
sparseTextureGatherLodAMD(sCube, f16c3, f16lod, texel, 0);
sparseTextureGatherLodAMD(sCubeArray, c4, lod, texel, 0);
sparseTextureGatherLodAMD(sCubeArray, f16c4, f16lod, texel, 0);
return texel;
}
f16vec4 testSparseTextureGatherLodOffset()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offset2, texel, 0);
sparseTextureGatherLodOffsetAMD(s2D, f16c2, f16lod, offset2, texel, 0);
sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offset2, texel, 0);
sparseTextureGatherLodOffsetAMD(s2DArray, f16c3, f16lod, offset2, texel, 0);
return texel;
}
f16vec4 testSparseTextureGatherLodOffsets()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, texel, 0);
sparseTextureGatherLodOffsetsAMD(s2D, f16c2, f16lod, offsets, texel, 0);
sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, texel, 0);
sparseTextureGatherLodOffsetsAMD(s2DArray, f16c3, f16lod, offsets, texel, 0);
return texel;
}
f16vec4 testSparseImageLoad()
{
f16vec4 texel = f16vec4(0.0hf);
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;
}
f16vec4 testSparseTextureClamp()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureClampARB(s2D, c2, lodClamp, texel);
sparseTextureClampARB(s2D, f16c2, f16lodClamp, texel, f16bias);
sparseTextureClampARB(s3D, c3, lodClamp, texel);
sparseTextureClampARB(s3D, f16c3, f16lodClamp, texel, f16bias);
sparseTextureClampARB(sCube, c3, lodClamp, texel);
sparseTextureClampARB(sCube, f16c3, f16lodClamp, texel, f16bias);
sparseTextureClampARB(s2DShadow, c3, lodClamp, texel.x);
sparseTextureClampARB(s2DShadow, f16c2, compare, f16lodClamp, texel.x, f16bias);
sparseTextureClampARB(sCubeShadow, c4, lodClamp, texel.x);
sparseTextureClampARB(sCubeShadow, f16c3, compare, f16lodClamp, texel.x, f16bias);
sparseTextureClampARB(s2DArray, c3, lodClamp, texel);
sparseTextureClampARB(s2DArray, f16c3, f16lodClamp, texel, f16bias);
sparseTextureClampARB(sCubeArray, c4, lodClamp, texel);
sparseTextureClampARB(sCubeArray, f16c4, f16lodClamp, texel, f16bias);
sparseTextureClampARB(s2DArrayShadow, c4, lodClamp, texel.x);
sparseTextureClampARB(s2DArrayShadow, f16c3, compare, f16lodClamp, texel.x);
sparseTextureClampARB(sCubeArrayShadow, c4, compare, lodClamp, texel.x);
sparseTextureClampARB(sCubeArrayShadow, f16c4, compare, f16lodClamp, texel.x);
return texel;
}
f16vec4 testTextureClamp()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureClampARB(s1D, c1, lodClamp);
texel += textureClampARB(s1D, f16c1, f16lodClamp, f16bias);
texel += textureClampARB(s2D, c2, lodClamp);
texel += textureClampARB(s2D, f16c2, f16lodClamp, f16bias);
texel += textureClampARB(s3D, c3, lodClamp);
texel += textureClampARB(s3D, f16c3, f16lodClamp, f16bias);
texel += textureClampARB(sCube, c3, lodClamp);
texel += textureClampARB(sCube, f16c3, f16lodClamp, f16bias);
texel.x += textureClampARB(s1DShadow, c3, lodClamp);
texel.x += textureClampARB(s1DShadow, f16c2, compare, f16lodClamp, f16bias);
texel.x += textureClampARB(s2DShadow, c3, lodClamp);
texel.x += textureClampARB(s2DShadow, f16c2, compare, f16lodClamp, f16bias);
texel.x += textureClampARB(sCubeShadow, c4, lodClamp);
texel.x += textureClampARB(sCubeShadow, f16c3, compare, f16lodClamp, f16bias);
texel += textureClampARB(s1DArray, c2, lodClamp);
texel += textureClampARB(s1DArray, f16c2, f16lodClamp, f16bias);
texel += textureClampARB(s2DArray, c3, lodClamp);
texel += textureClampARB(s2DArray, f16c3, f16lodClamp, f16bias);
texel += textureClampARB(sCubeArray, c4, lodClamp);
texel += textureClampARB(sCubeArray, f16c4, f16lodClamp, f16bias);
texel.x += textureClampARB(s1DArrayShadow, c3, lodClamp);
texel.x += textureClampARB(s1DArrayShadow, f16c2, compare, f16lodClamp, f16bias);
texel.x += textureClampARB(s2DArrayShadow, c4, lodClamp);
texel.x += textureClampARB(s2DArrayShadow, f16c3, compare, f16lodClamp);
texel.x += textureClampARB(sCubeArrayShadow, c4, compare, lodClamp);
texel.x += textureClampARB(sCubeArrayShadow, f16c4, compare, f16lodClamp);
return texel;
}
f16vec4 testSparseTextureOffsetClamp()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureOffsetClampARB(s2D, c2, offset2, lodClamp, texel);
sparseTextureOffsetClampARB(s2D, f16c2, offset2, f16lodClamp, texel, f16bias);
sparseTextureOffsetClampARB(s3D, c3, offset3, lodClamp, texel);
sparseTextureOffsetClampARB(s3D, f16c3, offset3, f16lodClamp, texel, f16bias);
sparseTextureOffsetClampARB(s2DShadow, c3, offset2, lodClamp, texel.x);
sparseTextureOffsetClampARB(s2DShadow, f16c2, compare, offset2, f16lodClamp, texel.x, f16bias);
sparseTextureOffsetClampARB(s2DArray, c3, offset2, lodClamp, texel);
sparseTextureOffsetClampARB(s2DArray, f16c3, offset2, f16lodClamp, texel, f16bias);
sparseTextureOffsetClampARB(s2DArrayShadow, c4, offset2, lodClamp, texel.x);
sparseTextureOffsetClampARB(s2DArrayShadow, f16c3, compare, offset2, f16lodClamp, texel.x);
return texel;
}
f16vec4 testTextureOffsetClamp()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureOffsetClampARB(s1D, c1, offset1, lodClamp);
texel += textureOffsetClampARB(s1D, f16c1, offset1, f16lodClamp, f16bias);
texel += textureOffsetClampARB(s2D, c2, offset2, lodClamp);
texel += textureOffsetClampARB(s2D, f16c2, offset2, f16lodClamp, f16bias);
texel += textureOffsetClampARB(s3D, c3, offset3, lodClamp);
texel += textureOffsetClampARB(s3D, f16c3, offset3, f16lodClamp, f16bias);
texel.x += textureOffsetClampARB(s1DShadow, c3, offset1, lodClamp);
texel.x += textureOffsetClampARB(s1DShadow, f16c2, compare, offset1, f16lodClamp, f16bias);
texel.x += textureOffsetClampARB(s2DShadow, c3, offset2, lodClamp);
texel.x += textureOffsetClampARB(s2DShadow, f16c2, compare, offset2, f16lodClamp, f16bias);
texel += textureOffsetClampARB(s1DArray, c2, offset1, lodClamp);
texel += textureOffsetClampARB(s1DArray, f16c2, offset1, f16lodClamp, f16bias);
texel += textureOffsetClampARB(s2DArray, c3, offset2, lodClamp);
texel += textureOffsetClampARB(s2DArray, f16c3, offset2, f16lodClamp, f16bias);
texel.x += textureOffsetClampARB(s1DArrayShadow, c3, offset1, lodClamp);
texel.x += textureOffsetClampARB(s1DArrayShadow, f16c2, compare, offset1, f16lodClamp, f16bias);
texel.x += textureOffsetClampARB(s2DArrayShadow, c4, offset2, lodClamp);
texel.x += textureOffsetClampARB(s2DArrayShadow, f16c3, compare, offset2, f16lodClamp);
return texel;
}
f16vec4 testSparseTextureGradClamp()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGradClampARB(s2D, c2, dPdxy2, dPdxy2, lodClamp, texel);
sparseTextureGradClampARB(s2D, f16c2, f16dPdxy2, f16dPdxy2, f16lodClamp, texel);
sparseTextureGradClampARB(s3D, c3, dPdxy3, dPdxy3, lodClamp, texel);
sparseTextureGradClampARB(s3D, f16c3, f16dPdxy3, f16dPdxy3, f16lodClamp, texel);
sparseTextureGradClampARB(sCube, c3, dPdxy3, dPdxy3, lodClamp, texel);
sparseTextureGradClampARB(sCube, f16c3, f16dPdxy3, f16dPdxy3, f16lodClamp, texel);
sparseTextureGradClampARB(s2DShadow, c3, dPdxy2, dPdxy2, lodClamp, texel.x);
sparseTextureGradClampARB(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, f16lodClamp, texel.x);
sparseTextureGradClampARB(sCubeShadow, c4, dPdxy3, dPdxy3, lodClamp, texel.x);
sparseTextureGradClampARB(sCubeShadow, f16c3, compare, f16dPdxy3, f16dPdxy3, f16lodClamp, texel.x);
sparseTextureGradClampARB(s2DArray, c3, dPdxy2, dPdxy2, lodClamp, texel);
sparseTextureGradClampARB(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, f16lodClamp, texel);
sparseTextureGradClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, lodClamp, texel.x);
sparseTextureGradClampARB(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, f16lodClamp, texel.x);
sparseTextureGradClampARB(sCubeArray, c4, dPdxy3, dPdxy3, lodClamp, texel);
sparseTextureGradClampARB(sCubeArray, f16c4, f16dPdxy3, f16dPdxy3, f16lodClamp, texel);
return texel;
}
f16vec4 testTextureGradClamp()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGradClampARB(s1D, c1, dPdxy1, dPdxy1, lodClamp);
texel += textureGradClampARB(s1D, f16c1, f16dPdxy1, f16dPdxy1, f16lodClamp);
texel += textureGradClampARB(s2D, c2, dPdxy2, dPdxy2, lodClamp);
texel += textureGradClampARB(s2D, f16c2, f16dPdxy2, f16dPdxy2, f16lodClamp);
texel += textureGradClampARB(s3D, c3, dPdxy3, dPdxy3, lodClamp);
texel += textureGradClampARB(s3D, f16c3, f16dPdxy3, f16dPdxy3, f16lodClamp);
texel += textureGradClampARB(sCube, c3, dPdxy3, dPdxy3, lodClamp);
texel += textureGradClampARB(sCube, f16c3, f16dPdxy3, f16dPdxy3, f16lodClamp);
texel.x += textureGradClampARB(s1DShadow, c3, dPdxy1, dPdxy1, lodClamp);
texel.x += textureGradClampARB(s1DShadow, f16c2, compare, f16dPdxy1, f16dPdxy1, f16lodClamp);
texel.x += textureGradClampARB(s2DShadow, c3, dPdxy2, dPdxy2, lodClamp);
texel.x += textureGradClampARB(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, f16lodClamp);
texel.x += textureGradClampARB(sCubeShadow, c4, dPdxy3, dPdxy3, lodClamp);
texel.x += textureGradClampARB(sCubeShadow, f16c3, compare, f16dPdxy3, f16dPdxy3, f16lodClamp);
texel += textureGradClampARB(s1DArray, c2, dPdxy1, dPdxy1, lodClamp);
texel += textureGradClampARB(s1DArray, f16c2, f16dPdxy1, f16dPdxy1, f16lodClamp);
texel += textureGradClampARB(s2DArray, c3, dPdxy2, dPdxy2, lodClamp);
texel += textureGradClampARB(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, f16lodClamp);
texel.x += textureGradClampARB(s1DArrayShadow, c3, dPdxy1, dPdxy1, lodClamp);
texel.x += textureGradClampARB(s1DArrayShadow, f16c2, compare, f16dPdxy1, f16dPdxy1, f16lodClamp);
texel.x += textureGradClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, lodClamp);
texel.x += textureGradClampARB(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, f16lodClamp);
texel += textureGradClampARB(sCubeArray, c4, dPdxy3, dPdxy3, lodClamp);
texel += textureGradClampARB(sCubeArray, f16c4, f16dPdxy3, f16dPdxy3, f16lodClamp);
return texel;
}
f16vec4 testSparseTextureGradOffsetClamp()
{
f16vec4 texel = f16vec4(0.0hf);
sparseTextureGradOffsetClampARB(s2D, c2, dPdxy2, dPdxy2, offset2, lodClamp, texel);
sparseTextureGradOffsetClampARB(s2D, f16c2, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp, texel);
sparseTextureGradOffsetClampARB(s3D, c3, dPdxy3, dPdxy3, offset3, lodClamp, texel);
sparseTextureGradOffsetClampARB(s3D, f16c3, f16dPdxy3, f16dPdxy3, offset3, f16lodClamp, texel);
sparseTextureGradOffsetClampARB(s2DShadow, c3, dPdxy2, dPdxy2, offset2, lodClamp, texel.x);
sparseTextureGradOffsetClampARB(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp, texel.x);
sparseTextureGradOffsetClampARB(s2DArray, c3, dPdxy2, dPdxy2, offset2, lodClamp, texel);
sparseTextureGradOffsetClampARB(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp, texel);
sparseTextureGradOffsetClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2, lodClamp, texel.x);
sparseTextureGradOffsetClampARB(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp, texel.x);
return texel;
}
f16vec4 testTextureGradOffsetClamp()
{
f16vec4 texel = f16vec4(0.0hf);
texel += textureGradOffsetClampARB(s1D, c1, dPdxy1, dPdxy1, offset1, lodClamp);
texel += textureGradOffsetClampARB(s1D, f16c1, f16dPdxy1, f16dPdxy1, offset1, f16lodClamp);
texel += textureGradOffsetClampARB(s2D, c2, dPdxy2, dPdxy2, offset2, lodClamp);
texel += textureGradOffsetClampARB(s2D, f16c2, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp);
texel += textureGradOffsetClampARB(s3D, c3, dPdxy3, dPdxy3, offset3, lodClamp);
texel += textureGradOffsetClampARB(s3D, f16c3, f16dPdxy3, f16dPdxy3, offset3, f16lodClamp);
texel.x += textureGradOffsetClampARB(s1DShadow, c3, dPdxy1, dPdxy1, offset1, lodClamp);
texel.x += textureGradOffsetClampARB(s1DShadow, f16c2, compare, f16dPdxy1, f16dPdxy1, offset1, f16lodClamp);
texel.x += textureGradOffsetClampARB(s2DShadow, c3, dPdxy2, dPdxy2, offset2, lodClamp);
texel.x += textureGradOffsetClampARB(s2DShadow, f16c2, compare, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp);
texel += textureGradOffsetClampARB(s1DArray, c2, dPdxy1, dPdxy1, offset1, lodClamp);
texel += textureGradOffsetClampARB(s1DArray, f16c2, f16dPdxy1, f16dPdxy1, offset1, f16lodClamp);
texel += textureGradOffsetClampARB(s2DArray, c3, dPdxy2, dPdxy2, offset2, lodClamp);
texel += textureGradOffsetClampARB(s2DArray, f16c3, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp);
texel.x += textureGradOffsetClampARB(s1DArrayShadow, c3, dPdxy1, dPdxy1, offset1, lodClamp);
texel.x += textureGradOffsetClampARB(s1DArrayShadow, f16c2, compare, f16dPdxy1, f16dPdxy1, offset1, f16lodClamp);
texel.x += textureGradOffsetClampARB(s2DArrayShadow, c4, dPdxy2, dPdxy2, offset2, lodClamp);
texel.x += textureGradOffsetClampARB(s2DArrayShadow, f16c3, compare, f16dPdxy2, f16dPdxy2, offset2, f16lodClamp);
return texel;
}
f16vec4 testCombinedTextureSampler()
{
f16vec4 texel = f16vec4(0.0hf);
texel += texture(f16sampler1D(t1D, s), c1);
texel += texture(f16sampler1D(t1D, s), f16c1, f16bias);
texel += texture(f16sampler2D(t2D, s), c2);
texel += texture(f16sampler2D(t2D, s), f16c2, f16bias);
texel += texture(f16sampler3D(t3D, s), c3);
texel += texture(f16sampler3D(t3D, s), f16c3, f16bias);
texel += texture(f16samplerCube(tCube, s), c3);
texel += texture(f16samplerCube(tCube, s), f16c3, f16bias);
texel.x += texture(f16sampler1DShadow(t1D, sShadow), c3);
texel.x += texture(f16sampler1DShadow(t1D, sShadow), f16c2, compare, f16bias);
texel.x += texture(f16sampler2DShadow(t2D, sShadow), c3);
texel.x += texture(f16sampler2DShadow(t2D, sShadow), f16c2, compare, f16bias);
texel.x += texture(f16samplerCubeShadow(tCube, sShadow), c4);
texel.x += texture(f16samplerCubeShadow(tCube, sShadow), f16c3, compare, f16bias);
texel += texture(f16sampler1DArray(t1DArray, s), c2);
texel += texture(f16sampler1DArray(t1DArray, s), f16c2, f16bias);
texel += texture(f16sampler2DArray(t2DArray, s), c3);
texel += texture(f16sampler2DArray(t2DArray, s), f16c3, f16bias);
texel += texture(f16samplerCubeArray(tCubeArray, s), c4);
texel += texture(f16samplerCubeArray(tCubeArray, s), f16c4, f16bias);
texel.x += texture(f16sampler1DArrayShadow(t1DArray, sShadow), c3);
texel.x += texture(f16sampler1DArrayShadow(t1DArray, sShadow), f16c2, compare, f16bias);
texel.x += texture(f16sampler2DArrayShadow(t2DArray, sShadow), c4);
texel.x += texture(f16sampler2DArrayShadow(t2DArray, sShadow), f16c3, compare);
texel += texture(f16sampler2DRect(t2DRect, s), c2);
texel += texture(f16sampler2DRect(t2DRect, s), f16c2);
texel.x += texture(f16sampler2DRectShadow(t2DRect, sShadow), c3);
texel.x += texture(f16sampler2DRectShadow(t2DRect, sShadow), f16c2, compare);
texel.x += texture(f16samplerCubeArrayShadow(tCubeArray, sShadow), c4, compare);
texel.x += texture(f16samplerCubeArrayShadow(tCubeArray, sShadow), f16c4, compare);
return texel;
}
f16vec4 testSubpassLoad()
{
return subpassLoad(subpass) + subpassLoad(subpassMS, 2);
}
void main()
{
f16vec4 result = f16vec4(0.0hf);
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 += f16vec4(testTextureSize());
result.xy += f16vec2(testTextureQueryLod());
result.x += float16_t(testTextureQueryLevels());
result.x += float16_t(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;
}