#version 450 layout(local_size_x = 1) in; layout(constant_id = 0) const bool TRUE = true; layout(constant_id = 1) const bool FALSE = false; layout(constant_id = 2) const int SONE = 1; layout(constant_id = 3) const int STWO = 2; layout(constant_id = 4) const int SNEG_TWO = -2; layout(constant_id = 5) const uint UONE = 1; layout(constant_id = 6) const uint UTWO = 2; layout(constant_id = 7) const int SNEG_THREE = -3; const uint IADD = SONE + STWO + UONE + UTWO; // 6 const uint ISUB = UTWO - SONE; // 1 const uint IMUL = UTWO * UTWO; // 4 const uint UDIV = UTWO / UTWO; // 1 const int SDIV = STWO / SNEG_TWO; // -1 //const int SREM = STWO % SNEG_THREE; // 1 const int SREM = 1; const int SMOD = STWO % SNEG_THREE; // -1 const uint UMOD = IADD % IMUL; // 2 const uint LSHL = IADD << ISUB; // 12 const uint RSHL = IADD >> ISUB; // 3 const int RSHA = (-int(IADD)) >> (-SDIV); // -3 const bool IEQ = IADD == ISUB; // false const bool INEQ = IADD != ISUB; // true const bool ULT = IADD < ISUB; // false const bool ULE = IADD <= ISUB; // false const bool UGT = IADD > ISUB; // true const bool UGE = IADD >= ISUB; // true const bool SLT = SMOD < SREM; // true const bool SLE = SMOD <= SREM; // true const bool SGT = SMOD > SREM; // false const bool SGE = SMOD >= SREM; // false const bool LOR = IEQ || SLT; // true const bool LAND = IEQ && SLT; // false const bool LNOT = !LOR; // false const uint AND = IADD & IADD; // 6 const uint OR = IADD | ISUB; // 7 const uint XOR = IADD ^ IADD; // 0 const uint NOT = ~XOR; // UINT_MAX const bool LEQ = LAND == LNOT; // true const bool LNEQ = LAND != LNOT; // false const uint SEL = IEQ ? IADD : ISUB; // 1 #define DUMMY_SSBO(name, bind, size) layout(std430, set = 0, binding = bind) buffer SSBO_##name { float val[size]; float dummy; } name // Normalize all sizes to 1 element so that the default offsets in glslang matches up with what we should be computing. // If we do it right, we should get no layout(offset = N) expressions. DUMMY_SSBO(IAdd, 0, IADD - 5); DUMMY_SSBO(ISub, 1, ISUB); DUMMY_SSBO(IMul, 2, IMUL - 3); DUMMY_SSBO(UDiv, 3, UDIV); DUMMY_SSBO(SDiv, 4, SDIV + 2); DUMMY_SSBO(SRem, 5, SREM); DUMMY_SSBO(SMod, 6, SMOD + 2); DUMMY_SSBO(UMod, 7, UMOD - 1); DUMMY_SSBO(LShl, 8, LSHL - 11); DUMMY_SSBO(RShl, 9, RSHL - 2); DUMMY_SSBO(RSha, 10, RSHA + 4); DUMMY_SSBO(IEq, 11, IEQ ? 2 : 1); DUMMY_SSBO(INeq, 12, INEQ ? 1 : 2); DUMMY_SSBO(Ult, 13, ULT ? 2 : 1); DUMMY_SSBO(Ule, 14, ULE ? 2 : 1); DUMMY_SSBO(Ugt, 15, UGT ? 1 : 2); DUMMY_SSBO(Uge, 16, UGE ? 1 : 2); DUMMY_SSBO(Slt, 17, SLT ? 1 : 2); DUMMY_SSBO(Sle, 18, SLE ? 1 : 2); DUMMY_SSBO(Sgt, 19, SGT ? 2 : 1); DUMMY_SSBO(Sge, 20, SGE ? 2 : 1); DUMMY_SSBO(Lor, 21, LOR ? 1 : 2); DUMMY_SSBO(Land, 22, LAND ? 2 : 1); DUMMY_SSBO(Lnot, 23, LNOT ? 2 : 1); DUMMY_SSBO(And, 24, AND - 5); DUMMY_SSBO(Or, 24, OR - 6); DUMMY_SSBO(Xor, 24, XOR + 1); DUMMY_SSBO(Not, 25, NOT - 0xfffffffeu); DUMMY_SSBO(Leq, 26, LEQ ? 1 : 2); DUMMY_SSBO(Lneq, 27, LNEQ ? 2 : 1); DUMMY_SSBO(Sel, 28, SEL); void main() { IAdd.val[0] = 0.0; ISub.val[0] = 0.0; IMul.val[0] = 0.0; UDiv.val[0] = 0.0; SDiv.val[0] = 0.0; SRem.val[0] = 0.0; SMod.val[0] = 0.0; UMod.val[0] = 0.0; LShl.val[0] = 0.0; RShl.val[0] = 0.0; RSha.val[0] = 0.0; IEq.val[0] = 0.0; INeq.val[0] = 0.0; Ult.val[0] = 0.0; Ule.val[0] = 0.0; Ugt.val[0] = 0.0; Uge.val[0] = 0.0; Slt.val[0] = 0.0; Sle.val[0] = 0.0; Sgt.val[0] = 0.0; Sge.val[0] = 0.0; Lor.val[0] = 0.0; Land.val[0] = 0.0; Lnot.val[0] = 0.0; And.val[0] = 0.0; Or.val[0] = 0.0; Xor.val[0] = 0.0; Not.val[0] = 0.0; Leq.val[0] = 0.0; Lneq.val[0] = 0.0; Sel.val[0] = 0.0; }