RetroArch/deps/SPIRV-Cross/shaders-hlsl/frag/image-query-selective.frag
twinaphex 420b7913d4 Squashed 'deps/SPIRV-Cross/' changes from 8aa6731925..2820ab0b51
2820ab0b51 Merge pull request #1076 from KhronosGroup/bitcast-pre-330-glsl
63bcbd511e GLSL: Need extension to use bitcast on GLSL < 330.
9f3bebe3d0 Merge pull request #1075 from lifpan/master
b11c20fc1d Remove unreasonable assertion for OpTypeImage Sampled parameter.
1a592b7c0f Merge pull request #1067 from cdavis5e/msl-scalar-block-layout
28454facbb MSL: Handle packed matrices.
ea5c0ed82f MSL: Fix alignment of packed types.
44f688bf0b Merge pull request #1070 from KhronosGroup/fix-1066
25c74b324e Forget loop variable enables after emitting block chain.
6b010e0cbc Merge pull request #1069 from KhronosGroup/fix-1053
f6f849397e MSL: Re-roll array expressions in initializers.
e5fa7edfd6 MSL: Support scalar block layout.

git-subtree-dir: deps/SPIRV-Cross
git-subtree-split: 2820ab0b51bf5e4187435d904b34e762b988f48b
2019-07-11 20:37:45 +02:00

36 lines
1.3 KiB
GLSL

#version 450
layout(binding = 0) uniform usampler1D uSampler1DUint;
layout(binding = 0) uniform isampler1D uSampler1DInt;
layout(binding = 0) uniform sampler1D uSampler1DFloat;
layout(binding = 1) uniform sampler2D uSampler2D;
layout(binding = 2) uniform isampler2DArray uSampler2DArray;
layout(binding = 3) uniform sampler3D uSampler3D;
layout(binding = 4) uniform samplerCube uSamplerCube;
layout(binding = 5) uniform usamplerCubeArray uSamplerCubeArray;
layout(binding = 6) uniform samplerBuffer uSamplerBuffer;
layout(binding = 7) uniform isampler2DMS uSamplerMS;
layout(binding = 8) uniform sampler2DMSArray uSamplerMSArray;
void main()
{
int a = textureSize(uSampler1DUint, 0);
a = textureSize(uSampler1DInt, 0);
a = textureSize(uSampler1DFloat, 0);
ivec3 c = textureSize(uSampler2DArray, 0);
ivec3 d = textureSize(uSampler3D, 0);
ivec2 e = textureSize(uSamplerCube, 0);
ivec3 f = textureSize(uSamplerCubeArray, 0);
int g = textureSize(uSamplerBuffer);
ivec2 h = textureSize(uSamplerMS);
ivec3 i = textureSize(uSamplerMSArray);
int l1 = textureQueryLevels(uSampler2D);
int l2 = textureQueryLevels(uSampler2DArray);
int l3 = textureQueryLevels(uSampler3D);
int l4 = textureQueryLevels(uSamplerCube);
int s0 = textureSamples(uSamplerMS);
int s1 = textureSamples(uSamplerMSArray);
}