[glslang][EXT] Support extension ARB_bindless_texture.
Add missing callgraph clean for bindless status flag. Add test cases. Add support to check special extensions not be available for Vulkan when using GLSL.
This commit is contained in:
205
Test/baseResults/GL_ARB_bindless_texture.frag.out
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205
Test/baseResults/GL_ARB_bindless_texture.frag.out
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GL_ARB_bindless_texture.frag
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Shader version: 460
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Requested GL_ARB_bindless_texture
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0:? Sequence
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0:38 Function Definition: main( ( global void)
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0:38 Function Parameters:
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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 'color0' ( out 4-component vector of float)
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0:40 texture ( global 4-component vector of float)
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0:40 's0' ( uniform sampler2D)
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0:40 'coord' ( uniform 2-component vector of float)
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0:41 move second child to first child ( temp 4-component vector of float)
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0:41 'color1' ( out 4-component vector of float)
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0:41 texture ( global 4-component vector of float)
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0:41 's1' ( smooth in sampler2D)
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0:41 'coord' ( uniform 2-component vector of float)
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0:42 move second child to first child ( temp 4-component vector of float)
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0:42 'color2' ( out 4-component vector of float)
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0:42 texture ( global 4-component vector of float)
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0:42 packUint2x32 ( temp sampler2D)
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0:42 's2' ( uniform 2-component vector of uint)
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0:42 'coord' ( uniform 2-component vector of float)
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0:43 move second child to first child ( temp 4-component vector of float)
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0:43 'color3' ( out 4-component vector of float)
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0:43 texture ( global 4-component vector of float)
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0:43 packUint2x32 ( temp sampler2D)
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0:43 's3' ( uniform 2-component vector of int)
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0:43 'coord' ( uniform 2-component vector of float)
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0:44 move second child to first child ( temp 4-component vector of float)
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0:44 'color4' ( out 4-component vector of float)
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0:44 texture ( global 4-component vector of float)
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0:44 indirect index ( smooth temp sampler2D)
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0:44 indirect index ( smooth temp 3-element array of sampler2D)
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0:44 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:44 'index' ( uniform int)
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0:44 'index' ( uniform int)
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0:44 'coord' ( uniform 2-component vector of float)
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0:45 move second child to first child ( temp 4-component vector of float)
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0:45 'color5' ( out 4-component vector of float)
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0:45 texture ( global 4-component vector of float)
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0:45 s5: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform sampler2D)
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0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'index' ( uniform int)
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0:45 Constant:
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0:45 0 (const int)
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0:45 'coord' ( uniform 2-component vector of float)
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 'color6' ( out 4-component vector of float)
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0:46 textureFetch ( global 4-component vector of float)
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0:46 's6' ( smooth in samplerBuffer)
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0:46 'icoord' ( uniform int)
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0:47 move second child to first child ( temp 4-component vector of float)
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0:47 'color7' ( out 4-component vector of float)
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0:47 textureFetch ( global 4-component vector of float)
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0:47 s7: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform samplerBuffer)
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0:47 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:47 Constant:
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0:47 0 (const uint)
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0:47 'icoord' ( uniform int)
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0:48 move second child to first child ( temp 4-component vector of float)
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0:48 'color8' ( out 4-component vector of float)
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0:48 textureFetch ( global 4-component vector of float)
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0:48 s8: direct index for structure (layout( column_major shared layoutBindlessSampler) buffer samplerBuffer)
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0:48 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:48 Constant:
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0:48 0 (const uint)
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0:48 'icoord' ( uniform int)
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0:49 move second child to first child ( temp 4-component vector of float)
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0:49 'color9' ( out 4-component vector of float)
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0:49 imageLoad ( global 4-component vector of float)
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0:49 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:49 Constant:
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0:49 0 (const int)
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0:49 0 (const int)
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0:? Linker Objects
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0:? 's0' ( uniform sampler2D)
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0:? 's1' ( smooth in sampler2D)
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0:? 's2' ( uniform 2-component vector of uint)
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0:? 's3' ( uniform 2-component vector of int)
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0:? 'index' ( uniform int)
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0:? 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:? 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:? 's6' ( smooth in samplerBuffer)
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0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:? 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:? 'coord' ( uniform 2-component vector of float)
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0:? 'icoord' ( uniform int)
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0:? 'color0' ( out 4-component vector of float)
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0:? 'color1' ( out 4-component vector of float)
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0:? 'color2' ( out 4-component vector of float)
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0:? 'color3' ( out 4-component vector of float)
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0:? 'color4' ( out 4-component vector of float)
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0:? 'color5' ( out 4-component vector of float)
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0:? 'color6' ( out 4-component vector of float)
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0:? 'color7' ( out 4-component vector of float)
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0:? 'color8' ( out 4-component vector of float)
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0:? 'color9' ( out 4-component vector of float)
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Linked fragment stage:
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Shader version: 460
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Requested GL_ARB_bindless_texture
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0:? Sequence
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0:38 Function Definition: main( ( global void)
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0:38 Function Parameters:
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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 'color0' ( out 4-component vector of float)
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0:40 texture ( global 4-component vector of float)
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0:40 's0' ( uniform sampler2D)
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0:40 'coord' ( uniform 2-component vector of float)
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0:41 move second child to first child ( temp 4-component vector of float)
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0:41 'color1' ( out 4-component vector of float)
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0:41 texture ( global 4-component vector of float)
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0:41 's1' ( smooth in sampler2D)
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0:41 'coord' ( uniform 2-component vector of float)
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0:42 move second child to first child ( temp 4-component vector of float)
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0:42 'color2' ( out 4-component vector of float)
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0:42 texture ( global 4-component vector of float)
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0:42 packUint2x32 ( temp sampler2D)
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0:42 's2' ( uniform 2-component vector of uint)
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0:42 'coord' ( uniform 2-component vector of float)
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0:43 move second child to first child ( temp 4-component vector of float)
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0:43 'color3' ( out 4-component vector of float)
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0:43 texture ( global 4-component vector of float)
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0:43 packUint2x32 ( temp sampler2D)
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0:43 's3' ( uniform 2-component vector of int)
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0:43 'coord' ( uniform 2-component vector of float)
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0:44 move second child to first child ( temp 4-component vector of float)
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0:44 'color4' ( out 4-component vector of float)
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0:44 texture ( global 4-component vector of float)
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0:44 indirect index ( smooth temp sampler2D)
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0:44 indirect index ( smooth temp 3-element array of sampler2D)
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0:44 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:44 'index' ( uniform int)
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0:44 'index' ( uniform int)
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0:44 'coord' ( uniform 2-component vector of float)
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0:45 move second child to first child ( temp 4-component vector of float)
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0:45 'color5' ( out 4-component vector of float)
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0:45 texture ( global 4-component vector of float)
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0:45 s5: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform sampler2D)
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0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'index' ( uniform int)
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0:45 Constant:
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0:45 0 (const int)
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0:45 'coord' ( uniform 2-component vector of float)
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 'color6' ( out 4-component vector of float)
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0:46 textureFetch ( global 4-component vector of float)
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0:46 's6' ( smooth in samplerBuffer)
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0:46 'icoord' ( uniform int)
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0:47 move second child to first child ( temp 4-component vector of float)
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0:47 'color7' ( out 4-component vector of float)
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0:47 textureFetch ( global 4-component vector of float)
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0:47 s7: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform samplerBuffer)
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0:47 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:47 Constant:
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0:47 0 (const uint)
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0:47 'icoord' ( uniform int)
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0:48 move second child to first child ( temp 4-component vector of float)
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0:48 'color8' ( out 4-component vector of float)
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0:48 textureFetch ( global 4-component vector of float)
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0:48 s8: direct index for structure (layout( column_major shared layoutBindlessSampler) buffer samplerBuffer)
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0:48 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:48 Constant:
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0:48 0 (const uint)
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0:48 'icoord' ( uniform int)
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0:49 move second child to first child ( temp 4-component vector of float)
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0:49 'color9' ( out 4-component vector of float)
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0:49 imageLoad ( global 4-component vector of float)
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0:49 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:49 Constant:
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0:49 0 (const int)
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0:49 0 (const int)
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0:? Linker Objects
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0:? 's0' ( uniform sampler2D)
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0:? 's1' ( smooth in sampler2D)
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0:? 's2' ( uniform 2-component vector of uint)
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0:? 's3' ( uniform 2-component vector of int)
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0:? 'index' ( uniform int)
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0:? 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:? 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:? 's6' ( smooth in samplerBuffer)
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0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:? 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:? 'coord' ( uniform 2-component vector of float)
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0:? 'icoord' ( uniform int)
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0:? 'color0' ( out 4-component vector of float)
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0:? 'color1' ( out 4-component vector of float)
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0:? 'color2' ( out 4-component vector of float)
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0:? 'color3' ( out 4-component vector of float)
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0:? 'color4' ( out 4-component vector of float)
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0:? 'color5' ( out 4-component vector of float)
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0:? 'color6' ( out 4-component vector of float)
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0:? 'color7' ( out 4-component vector of float)
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0:? 'color8' ( out 4-component vector of float)
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0:? 'color9' ( out 4-component vector of float)
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@@ -6,7 +6,7 @@ ERROR: 0:6: 'binding' : sampler/texture/image requires layout(binding=X)
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ERROR: 0:8: 'binding' : sampler/texture/image requires layout(binding=X)
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ERROR: 0:9: 'binding' : sampler/texture/image requires layout(binding=X)
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ERROR: 0:10: 'binding' : sampler/texture/image requires layout(binding=X)
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ERROR: 0:14: 'sampler2D' : sampler-constructor requires two arguments
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ERROR: 0:14: 'sampler2D' : sampler-constructor requires the extension GL_ARB_bindless_texture enabled
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ERROR: 0:15: 'sampler2D' : sampler-constructor first argument must be a scalar *texture* type
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ERROR: 0:16: 'sampler2D' : sampler-constructor first argument must be a scalar *texture* type
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ERROR: 0:17: 'sampler2D' : sampler-constructor second argument must be a scalar sampler or samplerShadow
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