SPIRV-Cross/reference/shaders/asm/comp/atomic-increment.asm.comp

19 lines
446 B
Plaintext
Raw Normal View History

#version 450
layout(local_size_x = 4, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer u0_counters
{
uint c;
} u0_counter;
layout(binding = 0, r32ui) uniform writeonly uimageBuffer u0;
void main()
{
uint _29 = atomicAdd(u0_counter.c, 1u);
vec4 r0;
r0.x = uintBitsToFloat(_29);
imageStore(u0, int((uint(floatBitsToInt(r0.x)) * 1u) + (uint(0) >> 2u)), uvec4(uint(int(gl_GlobalInvocationID.x))));
}