Remove output variables from compute regression tests
Output variables in GLCompute shaders is not supported in Vulkan. Recent upgrade of spirv-tools revealed this problem.
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cd6b2382d0
6 changed files with 212 additions and 348 deletions
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@ -1,4 +1,4 @@
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float ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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void ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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uint out_u1;
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@ -49,20 +49,16 @@ float ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return 0.0;
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}
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float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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void ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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{
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// TODO: ... add when float1 prototypes are generated
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// GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
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return 0.0;
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}
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float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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void ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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uint2 out_u2;
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@ -105,11 +101,9 @@ float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return float2(1,2);
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}
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float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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void ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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uint3 out_u3;
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@ -150,11 +144,9 @@ float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return float3(1,2,3);
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}
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float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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void ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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{
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uint4 out_u4;
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@ -195,7 +187,5 @@ float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return float4(1,2,3,4);
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}
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