Full stack: implement textureQueryLod(*) and textureQueryLevels(*).
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15 changed files with 894 additions and 16 deletions
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@ -125,4 +125,18 @@ layout(location=0, index=1) out vec4 outVar4; // ERROR overlapping
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layout(location=27, index=0) in vec4 indexIn; // ERROR, not on in
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layout(location=0, index=0) in; // ERROR, not just on in
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layout(location=0, index=0) out; // ERROR, need a variable
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layout(location=26, index=0) out indexBlock { int a; } indexBlockI; // ERROR, not on a block
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layout(location=26, index=0) out indexBlock { int a; } indexBlockI; // ERROR, not on a block
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uniform sampler1D samp1D;
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uniform sampler2DShadow samp2Ds;
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void qlod()
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{
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vec2 lod;
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float pf;
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vec2 pf2;
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vec3 pf3;
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lod = textureQueryLod(samp1D, pf); // ERROR, not until 400
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lod = textureQueryLod(samp2Ds, pf2); // ERROR, not until 400
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}
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