SPIRV-Cross/reference/shaders/comp/inout-struct.comp
2016-09-10 12:53:41 +02:00

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
struct Foo
{
vec4 a;
vec4 b;
vec4 c;
vec4 d;
};
layout(binding = 1, std430) buffer SSBO2
{
vec4 data[];
} indata;
layout(binding = 0, std430) buffer SSBO
{
vec4 data[];
} outdata;
layout(binding = 2, std430) buffer SSBO3
{
Foo foos[];
} foobar;
void baz(out Foo foo)
{
uint ident = gl_GlobalInvocationID.x;
foo.a = indata.data[((4u * ident) + 0u)];
foo.b = indata.data[((4u * ident) + 1u)];
foo.c = indata.data[((4u * ident) + 2u)];
foo.d = indata.data[((4u * ident) + 3u)];
}
void meow(inout Foo foo)
{
foo.a = (foo.a + vec4(10.0));
foo.b = (foo.b + vec4(20.0));
foo.c = (foo.c + vec4(30.0));
foo.d = (foo.d + vec4(40.0));
}
vec4 bar(Foo foo)
{
return (((foo.a + foo.b) + foo.c) + foo.d);
}
void main()
{
Foo param;
baz(param);
Foo foo = param;
Foo param_1 = foo;
meow(param_1);
foo = param_1;
Foo param_2 = foo;
Foo param_3;
param_3.a = foobar.foos[gl_GlobalInvocationID.x].a;
param_3.b = foobar.foos[gl_GlobalInvocationID.x].b;
param_3.c = foobar.foos[gl_GlobalInvocationID.x].c;
param_3.d = foobar.foos[gl_GlobalInvocationID.x].d;
outdata.data[gl_GlobalInvocationID.x] = (bar(param_2) + bar(param_3));
}