GLSL/SPV: Implement SPV_EXT_descriptor_indexing and GL_EXT_nonuniform_qualifier
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@@ -30,6 +30,15 @@ uniform aun {
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float aub[];
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};
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layout(binding=1) uniform samplerBuffer uniformTexelBufferDyn[];
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layout(binding=2, r32f) uniform imageBuffer storageTexelBufferDyn[];
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layout(binding=3) uniform uname { float a; } uniformBuffer[];
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layout(binding=4) buffer bname { float b; } storageBuffer[];
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layout(binding=5) uniform sampler2D sampledImage[];
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layout(binding=6, r32f) uniform image2D storageImage[];
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layout(binding=8) uniform samplerBuffer uniformTexelBuffer[];
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layout(binding=9, r32f) uniform imageBuffer storageTexelBuffer[];
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int i;
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void main()
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@@ -78,4 +87,22 @@ void main()
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aub.length(); // ERROR
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aba.length(); // ERROR
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abb.length();
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uniformTexelBufferDyn[1];
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storageTexelBufferDyn[1];
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uniformBuffer[1];
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storageBuffer[1];
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sampledImage[1];
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storageImage[1];
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uniformTexelBuffer[1];
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storageTexelBuffer[1];
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uniformTexelBufferDyn[i]; // ERROR, need extension
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storageTexelBufferDyn[i]; // ERROR, need extension
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uniformBuffer[i]; // ERROR, need extension
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storageBuffer[i]; // ERROR, need extension
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sampledImage[i]; // ERROR, need extension
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storageImage[i]; // ERROR, need extension
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uniformTexelBuffer[i]; // ERROR, need extension
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storageTexelBuffer[i]; // ERROR, need extension
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}
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