2017-11-21 13:04:57 +00:00
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#version 450
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#extension GL_ARB_gpu_shader_int64 : require
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2017-11-22 18:27:03 +00:00
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#extension GL_ARB_shader_ballot : require
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2017-11-21 13:04:57 +00:00
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#extension GL_AMD_shader_ballot : require
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0, std430) buffer inputData
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{
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float inputDataArray[];
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} _12;
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layout(binding = 1, std430) buffer outputData
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{
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float outputDataArray[];
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} _74;
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void main()
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{
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float thisLaneData = _12.inputDataArray[gl_LocalInvocationID.x];
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bool laneActive = thisLaneData > 0.0;
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2018-03-12 16:34:54 +00:00
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uint thisLaneOutputSlot = mbcntAMD(packUint2x32(uvec2(uvec4(unpackUint2x32(ballotARB(laneActive)), 0u, 0u).xy)));
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2017-11-21 13:04:57 +00:00
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int firstInvocation = readFirstInvocationARB(1);
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int invocation = readInvocationARB(1, 0u);
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vec3 swizzleInvocations = swizzleInvocationsAMD(vec3(0.0, 2.0, 1.0), uvec4(3u));
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vec3 swizzelInvocationsMasked = swizzleInvocationsMaskedAMD(vec3(0.0, 2.0, 1.0), uvec3(2u));
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vec3 writeInvocation = writeInvocationAMD(swizzleInvocations, swizzelInvocationsMasked, 0u);
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if (laneActive)
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{
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_74.outputDataArray[thisLaneOutputSlot] = thisLaneData;
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}
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}
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