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1#version 450
2#extension GL_ARB_sparse_texture2: enable
3
4uniform sampler2D               s2D;
5uniform sampler3D               s3D;
6uniform sampler2DShadow         s2DShadow;
7uniform samplerCubeShadow       sCubeShadow;
8uniform sampler2DArrayShadow    s2DArrayShadow;
9uniform sampler2DRectShadow     s2DRectShadow;
10uniform samplerCubeArrayShadow  sCubeArrayShadow;
11uniform sampler2DMS             s2DMS;
12
13uniform isamplerCube            isCube;
14uniform isampler2DArray         is2DArray;
15
16uniform usamplerCubeArray       usCubeArray;
17uniform usampler2DRect          us2DRect;
18
19layout(rgba32f) uniform image2D i2D;
20layout(rgba32i) uniform iimage3D ii3D;
21layout(rgba32f) uniform image2DMS i2DMS;
22
23in vec2 c2;
24in vec3 c3;
25in vec4 c4;
26
27in flat ivec2 ic2;
28in flat ivec3 ic3;
29
30out vec4 outColor;
31
32void main()
33{
34    int   resident = 0;
35    vec4  texel  = vec4(0.0);
36    ivec4 itexel = ivec4(0);
37    uvec4 utexel = uvec4(0);
38
39    resident |= sparseTextureARB(s2D, c2, texel);
40    resident |= sparseTextureARB(s3D, c3, texel, 2.0);
41    resident |= sparseTextureARB(isCube, c3, itexel);
42    resident |= sparseTextureARB(s2DShadow, c3, texel.x);
43    resident |= sparseTextureARB(sCubeArrayShadow, c4, 1.0, texel.x);
44
45    resident |= sparseTextureLodARB(s2D, c2, 2.0, texel);
46    resident |= sparseTextureLodARB(usCubeArray, c4, 1.0, utexel);
47    resident |= sparseTextureLodARB(s2DShadow, c3, 2.0, texel.y);
48
49    resident |= sparseTextureOffsetARB(s3D, c3, ivec3(2), texel, 2.0);
50    resident |= sparseTextureOffsetARB(us2DRect, c2, ivec2(3), utexel);
51    resident |= sparseTextureOffsetARB(s2DArrayShadow, c4, ivec2(5), texel.z);
52
53    resident |= sparseTexelFetchARB(s2D, ivec2(c2), 2, texel);
54    resident |= sparseTexelFetchARB(us2DRect, ivec2(c2), utexel);
55    resident |= sparseTexelFetchARB(s2DMS, ivec2(c2), 4, texel);
56
57    resident |= sparseTexelFetchOffsetARB(s3D, ivec3(c3), 2, ivec3(4), texel);
58    resident |= sparseTexelFetchOffsetARB(us2DRect, ivec2(c2), ivec2(3), utexel);
59
60    resident |= sparseTextureLodOffsetARB(s2D, c2, 2.0, ivec2(5), texel);
61    resident |= sparseTextureLodOffsetARB(is2DArray, c3, 2.0, ivec2(6), itexel);
62    resident |= sparseTextureLodOffsetARB(s2DShadow, c3, 2.0, ivec2(7), texel.z);
63
64    resident |= sparseTextureGradARB(s3D, c3, c3, c3, texel);
65    resident |= sparseTextureGradARB(sCubeShadow, c4, c3, c3, texel.y);
66    resident |= sparseTextureGradARB(usCubeArray, c4, c3, c3, utexel);
67
68    resident |= sparseTextureGradOffsetARB(s2D, c2, c2, c2, ivec2(5), texel);
69    resident |= sparseTextureGradOffsetARB(s2DRectShadow, c3, c2, c2, ivec2(6), texel.w);
70    resident |= sparseTextureGradOffsetARB(is2DArray, c3, c2, c2, ivec2(2), itexel);
71
72    resident |= sparseTextureGatherARB(s2D, c2, texel);
73    resident |= sparseTextureGatherARB(is2DArray, c3, itexel, 2);
74    resident |= sparseTextureGatherARB(s2DArrayShadow, c3, 2.0, texel);
75
76    resident |= sparseTextureGatherOffsetARB(s2D, c2, ivec2(4), texel);
77    resident |= sparseTextureGatherOffsetARB(is2DArray, c3, ivec2(5), itexel, 2);
78    resident |= sparseTextureGatherOffsetARB(s2DRectShadow, c2, 2.0, ivec2(7), texel);
79
80    const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
81    resident |= sparseTextureGatherOffsetsARB(s2D, c2, constOffsets, texel);
82    resident |= sparseTextureGatherOffsetsARB(is2DArray, c3, constOffsets, itexel, 2);
83    resident |= sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, constOffsets, texel);
84
85    resident |= sparseImageLoadARB(i2D, ic2, texel);
86    resident |= sparseImageLoadARB(ii3D, ic3, itexel);
87    resident |= sparseImageLoadARB(i2DMS, ic2, 3, texel);
88
89    outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
90}