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https://github.com/RPCS3/glslang.git
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130 lines
3.9 KiB
Plaintext
130 lines
3.9 KiB
Plaintext
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#define gs // TODO: define as groupshared when available in the grammar
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gs uint gs_ua;
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gs uint gs_ub;
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gs uint gs_uc;
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gs uint2 gs_ua2;
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gs uint2 gs_ub2;
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gs uint2 gs_uc2;
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gs uint3 gs_ua3;
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gs uint3 gs_ub3;
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gs uint3 gs_uc3;
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gs uint4 gs_ua4;
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gs uint4 gs_ub4;
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gs uint4 gs_uc4;
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float ComputeShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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{
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uint out_u1;
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// Don't repeat all the pixel/vertex fns - just one for sanity.
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all(inF0);
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// Test atomics
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InterlockedAdd(gs_ua, gs_ub);
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InterlockedAdd(gs_ua, gs_ub, out_u1);
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InterlockedAnd(gs_ua, gs_ub);
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InterlockedAnd(gs_ua, gs_ub, out_u1);
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InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1);
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InterlockedExchange(gs_ua, gs_ub, out_u1);
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InterlockedMax(gs_ua, gs_ub);
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InterlockedMax(gs_ua, gs_ub, out_u1);
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InterlockedMin(gs_ua, gs_ub);
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InterlockedMin(gs_ua, gs_ub, out_u1);
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InterlockedOr(gs_ua, gs_ub);
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InterlockedOr(gs_ua, gs_ub, out_u1);
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InterlockedXor(gs_ua, gs_ub);
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InterlockedXor(gs_ua, gs_ub, out_u1);
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// CheckAccessFullyMapped(3); // TODO: ...
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return 0.0;
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}
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float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2)
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{
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// TODO: ... add when float1 prototypes are generated
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return 0.0;
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}
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float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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{
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uint2 out_u2;
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// Don't repeat all the pixel/vertex fns - just one for sanity.
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all(inF0);
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// Test atomics
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InterlockedAdd(gs_ua2, gs_ub2);
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InterlockedAdd(gs_ua2, gs_ub2, out_u2);
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InterlockedAnd(gs_ua2, gs_ub2);
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InterlockedAnd(gs_ua2, gs_ub2, out_u2);
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InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2);
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InterlockedExchange(gs_ua2, gs_ub2, out_u2);
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InterlockedMax(gs_ua2, gs_ub2);
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InterlockedMax(gs_ua2, gs_ub2, out_u2);
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InterlockedMin(gs_ua2, gs_ub2);
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InterlockedMin(gs_ua2, gs_ub2, out_u2);
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InterlockedOr(gs_ua2, gs_ub2);
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InterlockedOr(gs_ua2, gs_ub2, out_u2);
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InterlockedXor(gs_ua2, gs_ub2);
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InterlockedXor(gs_ua2, gs_ub2, out_u2);
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// TODO: ... add when float1 prototypes are generated
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return float2(1,2);
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}
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float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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{
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uint3 out_u3;
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// Don't repeat all the pixel/vertex fns - just one for sanity.
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all(inF0);
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// Test atomics
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InterlockedAdd(gs_ua3, gs_ub3);
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InterlockedAdd(gs_ua3, gs_ub3, out_u3);
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InterlockedAnd(gs_ua3, gs_ub3);
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InterlockedAnd(gs_ua3, gs_ub3, out_u3);
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InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3);
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InterlockedExchange(gs_ua3, gs_ub3, out_u3);
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InterlockedMax(gs_ua3, gs_ub3);
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InterlockedMax(gs_ua3, gs_ub3, out_u3);
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InterlockedMin(gs_ua3, gs_ub3);
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InterlockedMin(gs_ua3, gs_ub3, out_u3);
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InterlockedOr(gs_ua3, gs_ub3);
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InterlockedOr(gs_ua3, gs_ub3, out_u3);
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InterlockedXor(gs_ua3, gs_ub3);
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InterlockedXor(gs_ua3, gs_ub3, out_u3);
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// TODO: ... add when float1 prototypes are generated
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return float3(1,2,3);
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}
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float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
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{
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uint4 out_u4;
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// Don't repeat all the pixel/vertex fns - just one for sanity.
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all(inF0);
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// Test atomics
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InterlockedAdd(gs_ua4, gs_ub4);
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InterlockedAdd(gs_ua4, gs_ub4, out_u4);
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InterlockedAnd(gs_ua4, gs_ub4);
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InterlockedAnd(gs_ua4, gs_ub4, out_u4);
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InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4);
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InterlockedExchange(gs_ua4, gs_ub4, out_u4);
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InterlockedMax(gs_ua4, gs_ub4);
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InterlockedMax(gs_ua4, gs_ub4, out_u4);
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InterlockedMin(gs_ua4, gs_ub4);
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InterlockedMin(gs_ua4, gs_ub4, out_u4);
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InterlockedOr(gs_ua4, gs_ub4);
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InterlockedOr(gs_ua4, gs_ub4, out_u4);
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InterlockedXor(gs_ua4, gs_ub4);
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InterlockedXor(gs_ua4, gs_ub4, out_u4);
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// TODO: ... add when float1 prototypes are generated
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return float4(1,2,3,4);
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}
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