SPIRV-Cross/reference/shaders-no-opt/asm/frag/pixel-interlock-split-functions.asm.frag

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#version 450
#extension GL_ARB_fragment_shader_interlock : require
layout(pixel_interlock_ordered) in;
layout(binding = 1, std430) buffer SSBO1
{
uint values1[];
} _7;
layout(binding = 0, std430) buffer SSBO0
{
uint values0[];
} _9;
void callee2()
{
int _37 = int(gl_FragCoord.x);
_7.values1[_37]++;
}
void callee()
{
int _45 = int(gl_FragCoord.x);
_9.values0[_45]++;
callee2();
}
void _29()
{
}
void _31()
{
}
void spvMainInterlockedBody()
{
callee();
_29();
_31();
}
void main()
{
// Interlocks were used in a way not compatible with GLSL, this is very slow.
beginInvocationInterlockARB();
spvMainInterlockedBody();
endInvocationInterlockARB();
}