SPIRV-Cross/shaders-hlsl/frag/nonuniform-qualifier.nonuniformresource.sm51.frag
Hans-Kristian Arntzen 532f65583e Rewrite how non-uniform qualifiers are handled.
Remove all shenanigans with propagation, and only consume nonuniform
qualifiers exactly where needed (last minute).
2021-04-22 16:03:08 +02:00

53 lines
2.0 KiB
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_samplerless_texture_functions : require
layout(set = 0, binding = 0) uniform texture2D uSamplers[];
layout(set = 1, binding = 0) uniform texture2DMS uSamplersMS[];
layout(set = 2, binding = 4) uniform sampler2D uCombinedSamplers[];
layout(set = 3, binding = 1) uniform sampler uSamps[];
layout(set = 4, location = 0) flat in int vIndex;
layout(set = 5, location = 1) in vec2 vUV;
layout(set = 6, location = 0) out vec4 FragColor;
layout(r32f, set = 7, binding = 5) uniform image2D uImages[];
layout(r32ui, set = 8, binding = 5) uniform uimage2D uImagesU32[];
layout(set = 9, binding = 2) uniform UBO
{
vec4 v[64];
} ubos[];
layout(set = 10, binding = 3) buffer SSBO
{
uint counter;
vec4 v[];
} ssbos[];
void main()
{
int i = vIndex;
FragColor = texture(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV);
FragColor = texture(uCombinedSamplers[nonuniformEXT(i + 10)], vUV);
FragColor += ubos[nonuniformEXT(i + 20)].v[nonuniformEXT(i + 40)];
FragColor += ssbos[nonuniformEXT(i + 50)].v[nonuniformEXT(i + 60)];
ssbos[nonuniformEXT(i + 60)].v[nonuniformEXT(i + 70)] = vec4(20.0);
FragColor = texelFetch(uSamplers[nonuniformEXT(i + 10)], ivec2(vUV), 0);
atomicAdd(ssbos[nonuniformEXT(i + 100)].counter, 100u);
vec2 queried = textureQueryLod(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV);
queried += textureQueryLod(uCombinedSamplers[nonuniformEXT(i + 10)], vUV);
FragColor.xy += queried;
FragColor.x += float(textureQueryLevels(uSamplers[nonuniformEXT(i + 20)]));
FragColor.y += float(textureSamples(uSamplersMS[nonuniformEXT(i + 20)]));
FragColor.xy += vec2(textureSize(uSamplers[nonuniformEXT(i + 20)], 0));
FragColor += imageLoad(uImages[nonuniformEXT(i + 50)], ivec2(vUV));
FragColor.xy += vec2(imageSize(uImages[nonuniformEXT(i + 20)]));
imageStore(uImages[nonuniformEXT(i + 60)], ivec2(vUV), vec4(50.0));
imageAtomicAdd(uImagesU32[nonuniformEXT(i + 70)], ivec2(vUV), 40u);
}