Prior to this change, OES_primitive_bounding_box and EXT_primitive_bounding_box were both recognised as extensions, but only the name gl_BoundingBoxOES could be used. However the EXT version uses the name gl_BoundingBoxEXT instead. In addition, since GLES 3.2, the extension has been included in the core standard and the name gl_BoundingBox may be used instead. This change aims to make both extensions and the 3.2 core version all work.
		
			
				
	
	
		
			162 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 320 es
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layout(vertices = 4) out;
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out int outa[gl_out.length()];
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layout(quads) in;                   // ERROR
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layout(ccw) out;                    // ERROR
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layout(fractional_even_spacing) in; // ERROR
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patch in vec4 patchIn;              // ERROR
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patch out vec4 patchOut;
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void main()
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{
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    barrier();
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    int a = gl_MaxTessControlInputComponents +
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            gl_MaxTessControlOutputComponents +
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            gl_MaxTessControlTextureImageUnits +
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            gl_MaxTessControlUniformComponents +
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            gl_MaxTessControlTotalOutputComponents;
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    vec4 p = gl_in[1].gl_Position;
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    float ps = gl_in[1].gl_PointSize;        // ERROR, need point_size extension
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    float cd = gl_in[1].gl_ClipDistance[2];  // ERROR, not in ES
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    int pvi = gl_PatchVerticesIn;
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    int pid = gl_PrimitiveID;
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    int iid = gl_InvocationID;
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    gl_out[gl_InvocationID].gl_Position = p;
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    gl_out[gl_InvocationID].gl_PointSize = ps;        // ERROR, need point_size extension
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    gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;  // ERROR, not in ES
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    gl_TessLevelOuter[3] = 3.2;
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    gl_TessLevelInner[1] = 1.3;
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    if (a > 10)
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        barrier();           // ERROR
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    else
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        barrier();           // ERROR
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    barrier();
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    do {
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        barrier();           // ERROR
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    } while (a > 10);
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    switch (a) {
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    default:
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        barrier();           // ERROR
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        break;
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    }
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    a < 12 ? a : (barrier(), a); // ERROR
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    {
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        barrier();
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    }
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    return;
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    barrier();               // ERROR
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}
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layout(vertices = 4) in;    // ERROR, not on in
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layout(vertices = 5) out;   // ERROR, changing #
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void foo()
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{
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    gl_out[4].gl_Position;  // ERROR, out of range
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    barrier();              // ERROR, not in main
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}
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in vec2 ina;                // ERROR, not array
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in vec2 inb[];
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in vec2 inc[18];            // ERROR, wrong size
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in vec2 ind[gl_MaxPatchVertices];
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patch out float implA[];    // ERROR, not sized
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 3) in vec4 ivla[];
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layout(location = 4) in vec4 ivlb[];
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layout(location = 4) in vec4 ivlc[];  // ERROR, overlapping
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layout(location = 3) out vec4 ovla[];
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layout(location = 4) out vec4 ovlb[];
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layout(location = 4) out vec4 ovlc[];  // ERROR, overlapping
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patch out pinbn {
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    int a;
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} pinbi;
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centroid out vec3 myColor2[];
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centroid in vec3 centr[];
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sample out vec4 perSampleColor[];
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layout(vertices = 4) out float badlay[];   // ERROR, not on a variable
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out float misSized[5];              // ERROR, size doesn't match
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out float okaySize[4];
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void pointSize2()
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{
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    float ps = gl_in[1].gl_PointSize;  // ERROR, need point_size extension
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    gl_out[gl_InvocationID].gl_PointSize = ps;   // ERROR, need point_size extension
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}
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precise vec3 pv3;
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void goodfoop()
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{
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    precise float d;
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    pv3 *= pv3;
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    pv3 = fma(pv3, pv3, pv3);
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    d = fma(d, d, d);
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}
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void bb()
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{
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    gl_BoundingBoxEXT[0] = vec4(0.0); // ERROR without GL_EXT_primitive_bounding_box 
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    gl_BoundingBoxOES[0] = vec4(0.0); // ERROR without GL_OES_primitive_bounding_box 
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    gl_BoundingBox[0] = vec4(1.0);
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    gl_BoundingBox[1] = vec4(1.0);
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    gl_BoundingBox[2] = vec4(2.0);  // ERROR, overflow
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}
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#extension GL_EXT_primitive_bounding_box : enable
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#extension GL_OES_primitive_bounding_box : enable
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void bbext()
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{
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    gl_BoundingBoxEXT[1] = vec4(0.0);
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    gl_BoundingBoxOES[1] = vec4(0.0);
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}
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out patch badpatchBName {  // ERROR, array size required
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    float f;
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} badpatchIName[];
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out patch patchBName {
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    float f;
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} patchIName[4];
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void outputtingOutparam(out int a)
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{
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    a = 2;
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}
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void outputting()
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{
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    outa[gl_InvocationID] = 2;
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    outa[1] = 2;                         // ERROR, not gl_InvocationID
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    gl_out[0].gl_Position = vec4(1.0);   // ERROR, not gl_InvocationID
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    outa[1];
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    gl_out[0];
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    outputtingOutparam(outa[0]);         // ERROR, not gl_InvocationID
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    outputtingOutparam(outa[gl_InvocationID]);
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    patchIName[1].f = 3.14;
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    outa[(gl_InvocationID)] = 2;
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}
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