#version 450 #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require #extension GL_EXT_shader_16bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types_int8 : require #extension GL_EXT_shader_8bit_storage : require layout(set = 0, binding = 1, std430) buffer SSBO { int8_t i8[16]; uint8_t u8[16]; } ssbo; layout(set = 0, binding = 0, std140) uniform UBO { int8_t i8; uint8_t u8; } ubo; layout(push_constant, std430) uniform Push { int8_t i8; uint8_t u8; } registers; layout(location = 0) flat in ivec4 vColor; layout(location = 0) out ivec4 FragColorInt; layout(location = 1) out uvec4 FragColorUint; void packing_int8() { int16_t i16 = 10s; int i32 = 20; i8vec2 i8_2 = unpack8(i16); i8vec4 i8_4 = unpack8(i32); i16 = pack16(i8_2); i32 = pack32(i8_4); ssbo.i8[0] = i8_4.x; ssbo.i8[1] = i8_4.y; ssbo.i8[2] = i8_4.z; ssbo.i8[3] = i8_4.w; } void packing_uint8() { uint16_t u16 = 10us; uint u32 = 20u; u8vec2 u8_2 = unpack8(u16); u8vec4 u8_4 = unpack8(u32); u16 = pack16(u8_2); u32 = pack32(u8_4); ssbo.u8[0] = u8_4.x; ssbo.u8[1] = u8_4.y; ssbo.u8[2] = u8_4.z; ssbo.u8[3] = u8_4.w; } void compute_int8() { i8vec4 tmp = i8vec4(vColor); tmp += i8vec4(registers.i8); tmp += i8vec4(int8_t(-40)); tmp += i8vec4(-50); tmp += i8vec4(int8_t(10), int8_t(20), int8_t(30), int8_t(40)); tmp += i8vec4(ssbo.i8[4]); tmp += i8vec4(ubo.i8); FragColorInt = ivec4(tmp); } void compute_uint8() { u8vec4 tmp = u8vec4(i8vec4(vColor)); tmp += u8vec4(registers.u8); tmp += u8vec4(uint8_t(216)); tmp += u8vec4(206); tmp += u8vec4(uint8_t(10), uint8_t(20), uint8_t(30), uint8_t(40)); tmp += u8vec4(ssbo.u8[4]); tmp += u8vec4(ubo.u8); FragColorUint = uvec4(tmp); } void main() { packing_int8(); packing_uint8(); compute_int8(); compute_uint8(); }