SPIRV-Cross/shaders-hlsl/comp/rwbuffer-matrix.comp

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#version 310 es
layout(local_size_x = 1) in;
layout(std140, binding = 1) uniform UBO
{
int index0;
int index1;
};
layout(binding = 0, std430) buffer SSBO
{
layout(column_major) mat4 mcol;
layout(row_major) mat4 mrow;
layout(column_major) mat2 mcol2x2;
layout(row_major) mat2 mrow2x2;
layout(column_major) mat2x3 mcol2x3;
layout(row_major) mat2x3 mrow2x3;
layout(column_major) mat3x2 mcol3x2;
layout(row_major) mat3x2 mrow3x2;
};
void col_to_row()
{
// Load column-major, store row-major.
mrow = mcol;
mrow2x2 = mcol2x2;
mrow2x3 = mcol2x3;
mrow3x2 = mcol3x2;
}
void row_to_col()
{
// Load row-major, store column-major.
mcol = mrow;
mcol2x2 = mrow2x2;
mcol2x3 = mrow2x3;
mcol3x2 = mrow3x2;
}
void write_dynamic_index_row()
{
mrow[index0][index1] = 1.0;
mrow2x2[index0][index1] = 2.0;
mrow2x3[index0][index1] = 3.0;
mrow3x2[index0][index1] = 4.0;
mrow[index0] = vec4(1.0);
mrow2x2[index0] = vec2(2.0);
mrow2x3[index0] = vec3(3.0);
mrow3x2[index0] = vec2(4.0);
}
void write_dynamic_index_col()
{
mcol[index0][index1] = 1.0;
mcol2x2[index0][index1] = 2.0;
mcol2x3[index0][index1] = 3.0;
mcol3x2[index0][index1] = 4.0;
mcol[index0] = vec4(1.0);
mcol2x2[index0] = vec2(2.0);
mcol2x3[index0] = vec3(3.0);
mcol3x2[index0] = vec2(4.0);
}
void read_dynamic_index_row()
{
float a0 = mrow[index0][index1];
float a1 = mrow2x2[index0][index1];
float a2 = mrow2x3[index0][index1];
float a3 = mrow3x2[index0][index1];
vec4 v0 = mrow[index0];
vec2 v1 = mrow2x2[index0];
vec3 v2 = mrow2x3[index0];
vec2 v3 = mrow3x2[index0];
}
void read_dynamic_index_col()
{
float a0 = mcol[index0][index1];
float a1 = mcol2x2[index0][index1];
float a2 = mcol2x3[index0][index1];
float a3 = mcol3x2[index0][index1];
vec4 v0 = mcol[index0];
vec2 v1 = mcol2x2[index0];
vec3 v2 = mcol2x3[index0];
vec2 v3 = mcol3x2[index0];
}
void main()
{
row_to_col();
col_to_row();
write_dynamic_index_row();
write_dynamic_index_col();
read_dynamic_index_row();
read_dynamic_index_col();
}