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2026-05-06 23:44:13 +02:00
parent a5f787d80f
commit fd7038b853
1574 changed files with 365439 additions and 0 deletions
+312
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@@ -1984,6 +1984,318 @@ group varying "Varying linkage"
""
end
end
group two_vec4 "two_vec4"
group array_writes "array_writes"
case as_float_vec3-2_float
version 440 core
desc "Write fragment output 0 as float and vec3, output 1 as float and vec3"
output_color vec4
values
{
input vec4 in0 = [ vec4(13.0, 2.0, 11.0, 1.0) | vec4(4.0, 13.0, 8.0, 3.0) | vec4(7.0, 5.0, 1.0, 12.0) | vec4(14.0, 15.0, 11.0, 1.0) ];
output vec4 out0 = [ vec4(26.0, 4.0, 22.0, 2.0) | vec4(8.0, 26.0, 16.0, 6.0) | vec4(14.0, 10.0, 2.0, 24.0) | vec4(28.0, 30.0, 22.0, 2.0) ];
output vec4 out1 = [ vec4(52.0, 8.0, 44.0, 4.0) | vec4(16.0, 52.0, 32.0, 12.0) | vec4(28.0, 20.0, 4.0, 48.0) | vec4(56.0, 60.0, 44.0, 4.0) ];
}
vertex ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 dEQP_Position;
layout(location = 1) in vec4 in0;
layout(location = 0) out vec4 var0;
layout(location = 1) out vec4 var1;
void main()
{
var0 = in0 + in0;
var1 = in0 + in0 + in0 + in0;
${VERTEX_OUTPUT}
}
""
fragment ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 var0;
layout(location = 1) in vec4 var1;
layout(location = 0, component = 0) out float dEQP_FragColor_0_0;
layout(location = 0, component = 1) out vec3 dEQP_FragColor_0_1[2];
layout(location = 1, component = 0) out float dEQP_FragColor_1_0;
void main()
{
vec4 out0 = var0;
out0 /= vec4(255.0);
dEQP_FragColor_0_0 = out0.x;
dEQP_FragColor_0_1[0] = out0.yzw;
vec4 out1 = var1;
out1 /= vec4(255.0);
dEQP_FragColor_1_0 = out1.x;
dEQP_FragColor_0_1[1] = out1.yzw;
}
""
end
case as_vec3-2_float_float
version 440 core
desc "Write fragment output 0 as vec3 and float, output 1 as vec3 and float."
output_color vec4
values
{
input vec4 in0 = [ vec4(13.0, 2.0, 11.0, 1.0) | vec4(4.0, 13.0, 8.0, 3.0) | vec4(7.0, 5.0, 1.0, 12.0) | vec4(14.0, 15.0, 11.0, 1.0) ];
output vec4 out0 = [ vec4(26.0, 4.0, 22.0, 2.0) | vec4(8.0, 26.0, 16.0, 6.0) | vec4(14.0, 10.0, 2.0, 24.0) | vec4(28.0, 30.0, 22.0, 2.0) ];
output vec4 out1 = [ vec4(52.0, 8.0, 44.0, 4.0) | vec4(16.0, 52.0, 32.0, 12.0) | vec4(28.0, 20.0, 4.0, 48.0) | vec4(56.0, 60.0, 44.0, 4.0) ];
}
vertex ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 dEQP_Position;
layout(location = 1) in vec4 in0;
layout(location = 0) out vec4 var0;
layout(location = 1) out vec4 var1;
void main()
{
var0 = in0 + in0;
var1 = in0 + in0 + in0 + in0;
${VERTEX_OUTPUT}
}
""
fragment ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 var0;
layout(location = 1) in vec4 var1;
layout(location = 0, component = 0) out vec3 dEQP_FragColor_0_0[2];
layout(location = 0, component = 3) out float dEQP_FragColor_0_3;
layout(location = 1, component = 3) out float dEQP_FragColor_1_3;
void main()
{
vec4 out0 = var0;
out0 /= vec4(255.0);
dEQP_FragColor_0_0[0] = out0.xyz;
dEQP_FragColor_0_3 = out0.w;
vec4 out1 = var1;
out1 /= vec4(255.0);
dEQP_FragColor_0_0[1] = out1.xyz;
dEQP_FragColor_1_3 = out1.w;
}
""
end
case as_vec2_vec2-2_vec2
version 440 core
desc "Write fragment output 0 as two vec2, output 1 as two vec2."
output_color vec4
values
{
input vec4 in0 = [ vec4(13.0, 2.0, 11.0, 1.0) | vec4(4.0, 13.0, 8.0, 3.0) | vec4(7.0, 5.0, 1.0, 12.0) | vec4(14.0, 15.0, 11.0, 1.0) ];
output vec4 out0 = [ vec4(26.0, 4.0, 22.0, 2.0) | vec4(8.0, 26.0, 16.0, 6.0) | vec4(14.0, 10.0, 2.0, 24.0) | vec4(28.0, 30.0, 22.0, 2.0) ];
output vec4 out1 = [ vec4(52.0, 8.0, 44.0, 4.0) | vec4(16.0, 52.0, 32.0, 12.0) | vec4(28.0, 20.0, 4.0, 48.0) | vec4(56.0, 60.0, 44.0, 4.0) ];
}
vertex ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 dEQP_Position;
layout(location = 1) in vec4 in0;
layout(location = 0) out vec4 var0;
layout(location = 1) out vec4 var1;
void main()
{
var0 = in0 + in0;
var1 = in0 + in0 + in0 + in0;
${VERTEX_OUTPUT}
}
""
fragment ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 var0;
layout(location = 1) in vec4 var1;
layout(location = 0, component = 0) out vec2 dEQP_FragColor_0_0;
layout(location = 0, component = 2) out vec2 dEQP_FragColor_0_2[2];
layout(location = 1, component = 0) out vec2 dEQP_FragColor_1_0;
void main()
{
vec4 out0 = var0;
out0 /= vec4(255.0);
dEQP_FragColor_0_0 = out0.xy;
dEQP_FragColor_0_2[0] = out0.zw;
vec4 out1 = var1;
out1 /= vec4(255.0);
dEQP_FragColor_1_0 = out1.xy;
dEQP_FragColor_0_2[1] = out1.zw;
}
""
end
case as_vec2-2_vec2_vec2
version 440 core
desc "Write fragment output 0 as two vec2, output 1 as two vec2."
output_color vec4
values
{
input vec4 in0 = [ vec4(13.0, 2.0, 11.0, 1.0) | vec4(4.0, 13.0, 8.0, 3.0) | vec4(7.0, 5.0, 1.0, 12.0) | vec4(14.0, 15.0, 11.0, 1.0) ];
output vec4 out0 = [ vec4(26.0, 4.0, 22.0, 2.0) | vec4(8.0, 26.0, 16.0, 6.0) | vec4(14.0, 10.0, 2.0, 24.0) | vec4(28.0, 30.0, 22.0, 2.0) ];
output vec4 out1 = [ vec4(52.0, 8.0, 44.0, 4.0) | vec4(16.0, 52.0, 32.0, 12.0) | vec4(28.0, 20.0, 4.0, 48.0) | vec4(56.0, 60.0, 44.0, 4.0) ];
}
vertex ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 dEQP_Position;
layout(location = 1) in vec4 in0;
layout(location = 0) out vec4 var0;
layout(location = 1) out vec4 var1;
void main()
{
var0 = in0 + in0;
var1 = in0 + in0 + in0 + in0;
${VERTEX_OUTPUT}
}
""
fragment ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 var0;
layout(location = 1) in vec4 var1;
layout(location = 0, component = 0) out vec2 dEQP_FragColor_0_0[2];
layout(location = 0, component = 2) out vec2 dEQP_FragColor_0_2;
layout(location = 1, component = 2) out vec2 dEQP_FragColor_1_2;
void main()
{
vec4 out0 = var0;
out0 /= vec4(255.0);
dEQP_FragColor_0_0[0] = out0.xy;
dEQP_FragColor_0_2 = out0.zw;
vec4 out1 = var1;
out1 /= vec4(255.0);
dEQP_FragColor_0_0[1] = out1.xy;
dEQP_FragColor_1_2 = out1.zw;
}
""
end
case as_float_float-2_vec2-2_float
version 440 core
desc "Write fragment output 0 as two floats and vec2, output 1 as two floats and vec2."
output_color vec4
values
{
input vec4 in0 = [ vec4(13.0, 2.0, 11.0, 1.0) | vec4(4.0, 13.0, 8.0, 3.0) | vec4(7.0, 5.0, 1.0, 12.0) | vec4(14.0, 15.0, 11.0, 1.0) ];
output vec4 out0 = [ vec4(26.0, 4.0, 22.0, 2.0) | vec4(8.0, 26.0, 16.0, 6.0) | vec4(14.0, 10.0, 2.0, 24.0) | vec4(28.0, 30.0, 22.0, 2.0) ];
output vec4 out1 = [ vec4(52.0, 8.0, 44.0, 4.0) | vec4(16.0, 52.0, 32.0, 12.0) | vec4(28.0, 20.0, 4.0, 48.0) | vec4(56.0, 60.0, 44.0, 4.0) ];
}
vertex ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 dEQP_Position;
layout(location = 1) in vec4 in0;
layout(location = 0) out vec4 var0;
layout(location = 1) out vec4 var1;
void main()
{
var0 = in0 + in0;
var1 = in0 + in0 + in0 + in0;
${VERTEX_OUTPUT}
}
""
fragment ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 var0;
layout(location = 1) in vec4 var1;
layout(location = 0, component = 0) out float dEQP_FragColor_0_0;
layout(location = 0, component = 1) out float dEQP_FragColor_0_1[2];
layout(location = 0, component = 2) out vec2 dEQP_FragColor_0_2[2];
layout(location = 1, component = 0) out float dEQP_FragColor_1_0;
void main()
{
vec4 out0 = var0;
out0 /= vec4(255.0);
dEQP_FragColor_0_0 = out0.x;
dEQP_FragColor_0_1[0] = out0.y;
dEQP_FragColor_0_2[0] = out0.zw;
vec4 out1 = var1;
out1 /= vec4(255.0);
dEQP_FragColor_1_0 = out1.x;
dEQP_FragColor_0_1[1] = out1.y;
dEQP_FragColor_0_2[1] = out1.zw;
}
""
end
case as_float-2_float-2_float-2_float-2_float-2
version 440 core
desc "Write fragment output 0 as four floats, output 1 as four floats."
output_color vec4
values
{
input vec4 in0 = [ vec4(13.0, 2.0, 11.0, 1.0) | vec4(4.0, 13.0, 8.0, 3.0) | vec4(7.0, 5.0, 1.0, 12.0) | vec4(14.0, 15.0, 11.0, 1.0) ];
output vec4 out0 = [ vec4(26.0, 4.0, 22.0, 2.0) | vec4(8.0, 26.0, 16.0, 6.0) | vec4(14.0, 10.0, 2.0, 24.0) | vec4(28.0, 30.0, 22.0, 2.0) ];
output vec4 out1 = [ vec4(52.0, 8.0, 44.0, 4.0) | vec4(16.0, 52.0, 32.0, 12.0) | vec4(28.0, 20.0, 4.0, 48.0) | vec4(56.0, 60.0, 44.0, 4.0) ];
}
vertex ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 dEQP_Position;
layout(location = 1) in vec4 in0;
layout(location = 0) out vec4 var0;
layout(location = 1) out vec4 var1;
void main()
{
var0 = in0 + in0;
var1 = in0 + in0 + in0 + in0;
${VERTEX_OUTPUT}
}
""
fragment ""
#version 440 core
precision highp float;
precision highp int;
layout(location = 0) in vec4 var0;
layout(location = 1) in vec4 var1;
layout(location = 0, component = 0) out float dEQP_FragColor_0_0[2];
layout(location = 0, component = 1) out float dEQP_FragColor_0_1[2];
layout(location = 0, component = 2) out float dEQP_FragColor_0_2[2];
layout(location = 0, component = 3) out float dEQP_FragColor_0_3[2];
void main()
{
vec4 out0 = var0;
out0 /= vec4(255.0);
dEQP_FragColor_0_0[0] = out0.x;
dEQP_FragColor_0_1[0] = out0.y;
dEQP_FragColor_0_2[0] = out0.z;
dEQP_FragColor_0_3[0] = out0.w;
vec4 out1 = var1;
out1 /= vec4(255.0);
dEQP_FragColor_0_0[1] = out1.x;
dEQP_FragColor_0_1[1] = out1.y;
dEQP_FragColor_0_2[1] = out1.z;
dEQP_FragColor_0_3[1] = out1.w;
}
""
end
end
end
group vec4 "vec4"
case as_float_float_float_float
version 440 core