Implement GL_ARB_shader_texture_image_samples. Also add in gl_MaxSamples and the float imageAtomicExchange.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@27721 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@@ -16,7 +16,7 @@ void main()
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v4 = fwidthCoarse(in4) + fwidthFine(in4);
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float cull = gl_CullDistance[2];
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float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances;
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float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances + gl_MaxSamples;
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if (gl_HelperInvocation)
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++v4;
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@@ -33,3 +33,17 @@ void main()
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uint um = mix(uin, uin, b);
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ivec3 im3 = mix(ivec3(uin), ivec3(uin), bvec3(b));
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}
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uniform sampler2DMS s2dms;
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uniform usampler2DMSArray us2dmsa;
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layout(rgba32i) uniform iimage2DMS ii2dms;
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layout(rgba32f) uniform image2DMSArray i2dmsa;
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void foo()
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{
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int s = textureSamples(s2dms);
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s += textureSamples(us2dmsa);
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s += imageSamples(ii2dms);
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s += imageSamples(i2dmsa);
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float f = imageAtomicExchange(i2dmsa, ivec3(in3), 2, 4.5);
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}
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