glslang/Test/reflection.vert
baldurk 90995f5dae Update reflection offset consistently for structure members
* Previously the offset was only updated with EOpIndexDirectStruct, but we also
  need to update it for the other index types into arrays, and when expanding an
  aggregate reached after dereferencing.
2019-01-29 17:00:53 +00:00

220 lines
4.1 KiB
GLSL

#version 440 core
layout(std140, row_major) uniform nameless {
vec3 anonMember1;
mat3x2 m23;
int scalarAfterm23;
vec4 anonDeadMember2;
vec4 anonMember3;
int scalarBeforeArray;
float floatArray[5];
int scalarAfterArray;
mat2x2 m22[9];
};
layout(std140, column_major) uniform c_nameless {
vec3 c_anonMember1;
mat3x2 c_m23;
int c_scalarAfterm23;
vec4 c_anonDeadMember2;
vec4 c_anonMember3;
};
layout(std140) uniform named {
vec3 deadMember1;
int scalar;
vec4 member2;
vec4 member3;
vec2 memvec2;
float memf1;
bool memf2;
int memf3;
vec2 memvec2a;
mat2x2 m22[7];
} ablock;
layout(std140) uniform namelessdead {
int a;
};
layout(std140) uniform namedDead {
int b;
} bblock;
struct N1 {
float a;
};
struct N2 {
float b;
float c;
float d;
};
struct N3 {
N1 n1;
N2 n2;
};
layout(std140) uniform nested {
N3 foo;
} nest;
layout(std140) uniform nested2 {
vec4 padding; // offset 0, size 16
N3 a; // offset 16, size 32
N1 b[4]; // offset 48, size 64
N1 c[2]; // offset 112, size 32
N1 d[4]; // offset 144, size 64
} nest2;
struct TS {
int a;
int dead;
};
uniform TS s;
uniform float uf1;
uniform float uf2;
uniform float ufDead3;
uniform float ufDead4;
uniform writeonly uimage2D image_ui2D;
uniform sampler2D sampler_2D;
uniform sampler2DMSArray sampler_2DMSArray;
uniform mat2 dm22[10];
struct deep1 {
vec2 va[3];
bool b;
};
struct deep2 {
int i;
deep1 d1[4];
};
struct deep3 {
vec4 iv4;
deep2 d2;
ivec3 v3;
};
in float attributeFloat;
layout(location = 2) in vec2 attributeFloat2;
in vec3 attributeFloat3;
in vec4 attributeFloat4;
in mat4 attributeMat4;
uniform deep3 deepA[2], deepB[2], deepC[3], deepD[2];
const bool control = true;
void deadFunction()
{
vec3 v3 = ablock.deadMember1;
vec4 v = anonDeadMember2;
float f = ufDead4;
}
void liveFunction2()
{
vec3 v = anonMember1;
float f = uf1;
}
void liveFunction1(writeonly uimage2D p_ui2D, sampler2D p_2D, sampler2DMSArray p_2DMSArray)
{
liveFunction2();
float f = uf2;
vec4 v = ablock.member3;
}
uniform abl {
float foo;
} arrBl[4];
uniform abl2 {
float foo;
} arrBl2[4];
buffer buf1 {
float scalar;
float runtimeArray[];
} buf1i;
buffer buf2 {
float scalar;
N2 runtimeArray[];
} buf2i;
buffer buf3 {
float scalar;
float runtimeArray[];
} buf3i;
buffer buf4 {
float scalar;
N2 runtimeArray[];
} buf4i;
void main()
{
liveFunction1(image_ui2D, sampler_2D, sampler_2DMSArray);
liveFunction2();
if (! control)
deadFunction();
float f;
int i;
if (control) {
liveFunction2();
f = anonMember3.z;
f = s.a;
f = ablock.scalar;
f = m23[1].y + scalarAfterm23;
f = c_m23[1].y + c_scalarAfterm23;
f += scalarBeforeArray;
f += floatArray[2];
f += floatArray[4];
f += scalarAfterArray;
f += ablock.memvec2.x;
f += ablock.memf1;
f += float(ablock.memf2);
f += ablock.memf3;
f += ablock.memvec2a.y;
f += ablock.m22[i][1][0];
f += dm22[3][0][1];
f += m22[2][1].y;
f += nest.foo.n1.a + nest.foo.n2.b + nest.foo.n2.c + nest.foo.n2.d;
f += deepA[i].d2.d1[2].va[1].x;
f += deepB[1].d2.d1[i].va[1].x;
f += deepB[i].d2.d1[i].va[1].x;
deep3 d = deepC[1];
deep3 da[2] = deepD;
} else
f = ufDead3;
f += arrBl[2].foo + arrBl[0].foo;
f += arrBl2[i].foo;
f += attributeFloat;
f += attributeFloat2.x;
f += attributeFloat3.x;
f += attributeFloat4.x;
f += attributeMat4[0][1];
f += buf1i.runtimeArray[3];
f += buf2i.runtimeArray[3].c;
f += buf3i.runtimeArray[gl_InstanceID];
f += buf4i.runtimeArray[gl_InstanceID].c;
N3 n = nest2.a;
N1 b[4] = nest2.b;
f += nest2.c[1].a;
f += nest2.d[gl_InstanceID].a;
}