s += imageSamples(ii2dms); \r
s += imageSamples(i2dmsa); \r
}\r
+\r
+uniform sampler1D samp1D;\r
+uniform usampler2D usamp2D;\r
+uniform isampler3D isamp3D;\r
+uniform isamplerCube isampCube; \r
+uniform isampler1DArray isamp1DA;\r
+uniform sampler2DArray samp2DA;\r
+uniform usamplerCubeArray usampCubeA;\r
+\r
+uniform sampler1DShadow samp1Ds;\r
+uniform sampler2DShadow samp2Ds;\r
+uniform samplerCubeShadow sampCubes;\r
+uniform sampler1DArrayShadow samp1DAs;\r
+uniform sampler2DArrayShadow samp2DAs;\r
+uniform samplerCubeArrayShadow sampCubeAs;\r
+\r
+uniform samplerBuffer sampBuf;\r
+uniform sampler2DRect sampRect;\r
+\r
+void qlod()\r
+{\r
+ int levels;\r
+\r
+ levels = textureQueryLevels(samp1D);\r
+ levels = textureQueryLevels(usamp2D);\r
+ levels = textureQueryLevels(isamp3D);\r
+ levels = textureQueryLevels(isampCube);\r
+ levels = textureQueryLevels(isamp1DA);\r
+ levels = textureQueryLevels(samp2DA);\r
+ levels = textureQueryLevels(usampCubeA);\r
+\r
+ levels = textureQueryLevels(samp1Ds);\r
+ levels = textureQueryLevels(samp2Ds);\r
+ levels = textureQueryLevels(sampCubes);\r
+ levels = textureQueryLevels(samp1DAs);\r
+ levels = textureQueryLevels(samp2DAs);\r
+ levels = textureQueryLevels(sampCubeAs);\r
+\r
+ levels = textureQueryLevels(sampBuf); // ERROR\r
+ levels = textureQueryLevels(sampRect); // ERROR\r
+}\r