2ed171e525
Storage was in place already, so mostly just dealing with bitcasts and constants. Simplies some of the bitcasting logic, and this exposed some bugs in the implementation. Refactor to use correct width integers with explicit bitcast opcodes.
35 lines
900 B
Plaintext
35 lines
900 B
Plaintext
#version 450
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#if defined(GL_AMD_gpu_shader_half_float)
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#extension GL_AMD_gpu_shader_half_float : require
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#elif defined(GL_NV_gpu_shader5)
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#extension GL_NV_gpu_shader5 : require
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#else
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#error No extension available for FP16.
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#endif
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#if defined(GL_AMD_gpu_shader_int16)
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#extension GL_AMD_gpu_shader_int16 : require
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#else
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#error No extension available for Int16.
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#endif
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0, std430) buffer SSBO0
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{
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i16vec4 inputs[];
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} _25;
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layout(binding = 1, std430) buffer SSBO1
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{
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ivec4 outputs[];
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} _39;
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void main()
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{
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uint ident = gl_GlobalInvocationID.x;
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f16vec2 a = int16BitsToFloat16(_25.inputs[ident].xy);
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_39.outputs[ident].x = int(packFloat2x16(a + f16vec2(1.0hf)));
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_39.outputs[ident].y = packInt2x16(_25.inputs[ident].zw);
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_39.outputs[ident].z = int(packUint2x16(u16vec2(_25.inputs[ident].xy)));
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}
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