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83170e3f7a
(and GL_NV_shader_subgroup_partitioned) based on GL/ES version instead of predicating it on vulkan SPV generation Also add AST testing. The glsl.450.subgroup* files are largely the same as the spv.subgroup* The glsl.es320.subgroup* files are the same as the 450 versions, but modified to be ES compatible.
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
#version 320 es
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#extension GL_KHR_shader_subgroup_vote: enable
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(binding = 0) buffer Buffers
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{
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vec4 f4;
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ivec4 i4;
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uvec4 u4;
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int r;
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} data[4];
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void main()
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{
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uint invocation = (gl_SubgroupInvocationID + gl_SubgroupSize) % 4u;
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if (subgroupAll(data[0].r < 0))
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{
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data[0].r = int(subgroupAllEqual(data[0].f4.x));
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data[0].r = int(subgroupAllEqual(data[1].f4.xy));
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data[0].r = int(subgroupAllEqual(data[2].f4.xyz));
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data[0].r = int(subgroupAllEqual(data[3].f4));
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data[0].r = int(subgroupAllEqual(data[0].i4.x));
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data[0].r = int(subgroupAllEqual(data[1].i4.xy));
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data[0].r = int(subgroupAllEqual(data[2].i4.xyz));
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data[0].r = int(subgroupAllEqual(data[3].i4));
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data[0].r = int(subgroupAllEqual(data[0].u4.x));
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data[0].r = int(subgroupAllEqual(data[1].u4.xy));
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data[0].r = int(subgroupAllEqual(data[2].u4.xyz));
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data[0].r = int(subgroupAllEqual(data[3].u4));
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}
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else if (subgroupAny(data[1].r < 0))
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{
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data[1].r = int(int(subgroupAllEqual(data[0].i4.x < 0)));
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data[1].r = int(ivec2(subgroupAllEqual(lessThan(data[1].i4.xy, ivec2(0)))));
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data[1].r = int(ivec3(subgroupAllEqual(lessThan(data[1].i4.xyz, ivec3(0)))));
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data[1].r = int(ivec4(subgroupAllEqual(lessThan(data[1].i4, ivec4(0)))));
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}
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}
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