37 lines
855 B
GLSL
37 lines
855 B
GLSL
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#version 450
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#extension GL_ARB_fragment_shader_interlock : require
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layout(pixel_interlock_ordered) in;
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layout(binding = 0, rgba8) uniform writeonly image2D img;
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layout(binding = 1, r32ui) uniform uimage2D img2;
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layout(binding = 2, rgba8) uniform readonly image2D img3;
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layout(binding = 3) coherent buffer Buffer
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{
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int foo;
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uint bar;
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};
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layout(binding = 4) buffer Buffer2
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{
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uint quux;
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};
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layout(binding = 5, rgba8) uniform writeonly image2D img4;
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layout(binding = 6) buffer Buffer3
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{
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int baz;
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};
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void main()
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{
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// Deliberately outside the critical section to test usage tracking.
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baz = 0;
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imageStore(img4, ivec2(1, 1), vec4(1.0, 0.0, 0.0, 1.0));
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beginInvocationInterlockARB();
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imageStore(img, ivec2(0, 0), imageLoad(img3, ivec2(0, 0)));
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imageAtomicAdd(img2, ivec2(0, 0), 1u);
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foo += 42;
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atomicAnd(bar, quux);
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endInvocationInterlockARB();
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}
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