#version 450 #extension GL_EXT_tessellation_shader : require #extension GL_EXT_gpu_shader5 : require float minimal() { precise float result = 5.0; float a = 10.0; float b = 20.0; float c = 30.0; float d = 40.0; result = a * b + c * d; // c * d, a * b and rvalue1 + rvalue2 should be 'noContraction'. return result; } void continuous_assignment() { precise float result = 5.0; float a = 10.0; float b = 20.0; result = a = b + 4; // b + 4 should be 'noContraction'. } void convert() { precise double result; float a = 10.0; float b = 20.0; b = a + b; // a + b should be 'noContraction'. result = double(b); // convert operation should not be 'noContraction'. } float loop_for() { precise float r1 = 5.0; precise float r2 = 10.0; int a = 10; int b = 20; int c = 30; for (int i = 0; i < a; i++) { r1 += 3.12 + b + i; // 'noContration', this make i++ also 'noContraction' c += 1; // 'noContration' } a += 1; // a + 1 should not be 'noContraction'. r2 = c; // The calculation of c should be 'noContration'. return float(r1 + r2); // conversion should not be 'noContration'. } void loop_array(void) { precise float result; int x = 22; int y = 33; float a0[3]; result += float(x) + float(y); // x + y should be 'noContraction' also result + rvalue. for (int i = 0; i < 3; ++i) { // a's dereference + 2 should be 'noContraction'. result += a0[i] + 2; // result + 1 and 3 - rvalue should be 'noContraction'. a0[i] = 3 - result++; } } void loop_while() { precise float result = 5.0; int a = 10; int b = 20; while (result < 10) { result += 3.12 + b; // result + 3.12 should be 'noContraction'. } result = a + b + 5; // b + 5 should not be 'noCtraction' because all operands are integers. result = 11.1; } float fma_not_decorated() { precise float result; float a = 1.0; float b = 2.0; float c = 3.0; b = b + c; // b + c should be decorated with 'noContraction' result = fma(a, b, c); // fma() should not be decorated with 'noContradtion' return result; } precise float precise_return_exp_func() { float a = 1.0; float b = 2.0; return a + b; // the ADD operation should be 'noContraction' } precise float precise_return_val_func() { float a = 1.0; float b = 2.0; float result = a + b; // the ADD operation should be 'noContraction' return result; } float precise_func_parameter(float b, precise out float c) { float a = 0.5; c = a + b; // noContration return a - b; // Not noContraction } mat3 matrix (mat2x3 a, mat3x2 b) { mat2x3 c = mat2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0); precise mat3 result; result = (a + c) * b; // should be noContraction return result; } void main(){}