Allow grad texture ops in all shaders

Fixes #2551
This commit is contained in:
Greg Fischer 2021-03-01 12:33:08 -07:00
parent 42ddfbd3d5
commit 740def238e
3 changed files with 45 additions and 7 deletions

View file

@ -4,9 +4,16 @@
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_ARB_shader_ballot : enable
#extension GL_NV_shader_sm_builtins : enable
#extension GL_ARB_sparse_texture_clamp: enable
layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
layout(location = 0) rayPayloadEXT vec4 localPayload;
layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
layout(binding = 1, set = 0) uniform sampler2D s2D;
layout(location = 2) in vec2 c2;
layout(location = 3) in float lodClamp;
void main()
{
uvec3 v0 = gl_LaunchIDEXT;
@ -17,4 +24,5 @@ void main()
float v5 = gl_RayTmaxEXT;
traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);
}