SPIRV-Cross/reference/shaders-no-opt/asm/frag/pixel-interlock-control-flow.asm.frag

66 lines
1.4 KiB
GLSL

#version 450
#ifdef GL_ARB_fragment_shader_interlock
#extension GL_ARB_fragment_shader_interlock : enable
#define SPIRV_Cross_beginInvocationInterlock() beginInvocationInterlockARB()
#define SPIRV_Cross_endInvocationInterlock() endInvocationInterlockARB()
#elif defined(GL_INTEL_fragment_shader_ordering)
#extension GL_INTEL_fragment_shader_ordering : enable
#define SPIRV_Cross_beginInvocationInterlock() beginFragmentShaderOrderingINTEL()
#define SPIRV_Cross_endInvocationInterlock()
#endif
#if defined(GL_ARB_fragment_shader_interlock)
layout(pixel_interlock_ordered) in;
#elif !defined(GL_INTEL_fragment_shader_ordering)
#error Fragment Shader Interlock/Ordering extension missing!
#endif
layout(binding = 1, std430) buffer SSBO1
{
uint values1[];
} _7;
layout(binding = 2, std430) buffer _12_13
{
uint _m0[];
} _13;
layout(binding = 0, std430) buffer SSBO0
{
uint values0[];
} _9;
void callee2()
{
int _44 = int(gl_FragCoord.x);
_7.values1[_44]++;
}
void callee()
{
int _52 = int(gl_FragCoord.x);
_9.values0[_52]++;
callee2();
if (true)
{
}
}
void _35()
{
_13._m0[int(gl_FragCoord.x)] = 4u;
}
void spvMainInterlockedBody()
{
callee();
_35();
}
void main()
{
// Interlocks were used in a way not compatible with GLSL, this is very slow.
SPIRV_Cross_beginInvocationInterlock();
spvMainInterlockedBody();
SPIRV_Cross_endInvocationInterlock();
}