1 # Based on arb_arrays_of_arrays/execution/sampler/fs-const-index-three-dimensions.shader_test
4 GL_ARB_arrays_of_arrays
5 GL_ARB_bindless_texture
6 GL_ARB_shader_image_load_store
8 [vertex shader passthrough]
12 #extension GL_ARB_arrays_of_arrays: enable
13 #extension GL_ARB_bindless_texture: enable
14 #extension GL_ARB_shader_image_load_store: enable
16 layout (bindless_image) uniform;
19 writeonly uniform image2D img[2][2][2];
24 imageStore(img[1][0][1], ivec2(gl_FragCoord.xy), color);
25 outcolor = vec4(0.0, 0.0, 0.0, 1.0);
29 # Texture 0 is the imageStore output.
30 texture rgbw 0 (16, 16) GL_RGBA8
31 resident image texture 0 GL_RGBA8
32 uniform handle img[1][0][1] 0
34 # Texture 1 is the rendering output. We don't care about this.
35 texture rgbw 1 (16, 16) GL_RGBA8
37 # Store red using imageStore
38 uniform vec4 color 1.0 0.0 0.0 1.0
42 # Test the result of imageStore
43 memory barrier GL_FRAMEBUFFER_BARRIER_BIT
45 probe all rgba 1.0 0.0 0.0 1.0