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.
This commit is contained in:
Greg Fischer 2021-06-15 15:56:27 -06:00
parent a23e143636
commit cd6b2382d0
6 changed files with 212 additions and 348 deletions

View file

@ -1,4 +1,4 @@
float ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
void ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
{
uint out_u1;
@ -49,20 +49,16 @@ float ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
// transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return 0.0;
}
float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
void ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
{
// TODO: ... add when float1 prototypes are generated
// GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
return 0.0;
}
float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
void ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
{
uint2 out_u2;
@ -105,11 +101,9 @@ float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
// transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return float2(1,2);
}
float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
void ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
{
uint3 out_u3;
@ -150,11 +144,9 @@ float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
// transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return float3(1,2,3);
}
float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
void ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
{
uint4 out_u4;
@ -195,7 +187,5 @@ float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
// transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return float4(1,2,3,4);
}