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110 lines
2.7 KiB
GLSL
110 lines
2.7 KiB
GLSL
#version 450
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#extension GL_EXT_tessellation_shader : require
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#extension GL_EXT_gpu_shader5 : require
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float minimal() {
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precise float result = 5.0;
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float a = 10.0;
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float b = 20.0;
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float c = 30.0;
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float d = 40.0;
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result = a * b + c * d; // c * d, a * b and rvalue1 + rvalue2 should be 'noContraction'.
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return result;
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}
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void continuous_assignment() {
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precise float result = 5.0;
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float a = 10.0;
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float b = 20.0;
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result = a = b + 4; // b + 4 should be 'noContraction'.
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}
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void convert() {
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precise double result;
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float a = 10.0;
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float b = 20.0;
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b = a + b; // a + b should be 'noContraction'.
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result = double(b); // convert operation should not be 'noContraction'.
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}
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float loop_for() {
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precise float r1 = 5.0;
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precise float r2 = 10.0;
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int a = 10;
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int b = 20;
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int c = 30;
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for (int i = 0; i < a; i++) {
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r1 += 3.12 + b + i; // 'noContration', this make i++ also 'noContraction'
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c += 1; // 'noContration'
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}
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a += 1; // a + 1 should not be 'noContraction'.
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r2 = c; // The calculation of c should be 'noContration'.
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return float(r1 + r2); // conversion should not be 'noContration'.
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}
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void loop_array(void) {
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precise float result;
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int x = 22;
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int y = 33;
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float a0[3];
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result += float(x) + float(y); // x + y should be 'noContraction' also result + rvalue.
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for (int i = 0; i < 3; ++i) {
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// a's dereference + 2 should be 'noContraction'.
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result += a0[i] + 2;
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// result + 1 and 3 - rvalue should be 'noContraction'.
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a0[i] = 3 - result++;
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}
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}
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void loop_while() {
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precise float result = 5.0;
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int a = 10;
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int b = 20;
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while (result < 10) {
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result += 3.12 + b; // result + 3.12 should be 'noContraction'.
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}
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result = a + b + 5; // b + 5 should not be 'noCtraction' because all operands are integers.
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result = 11.1;
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}
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float fma_not_decorated() {
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precise float result;
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float a = 1.0;
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float b = 2.0;
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float c = 3.0;
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b = b + c; // b + c should be decorated with 'noContraction'
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result = fma(a, b, c); // fma() should not be decorated with 'noContradtion'
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return result;
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}
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precise float precise_return_exp_func() {
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float a = 1.0;
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float b = 2.0;
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return a + b; // the ADD operation should be 'noContraction'
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}
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precise float precise_return_val_func() {
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float a = 1.0;
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float b = 2.0;
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float result = a + b; // the ADD operation should be 'noContraction'
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return result;
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}
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float precise_func_parameter(float b, precise out float c) {
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float a = 0.5;
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c = a + b; // noContration
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return a - b; // Not noContraction
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}
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mat3 matrix (mat2x3 a, mat3x2 b) {
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mat2x3 c = mat2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0);
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precise mat3 result;
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result = (a + c) * b; // should be noContraction
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return result;
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}
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void main(){}
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