SPIRV-Cross/reference/opt/shaders/vulkan/frag/nonuniform-qualifier.vk.nocompat.frag.vk
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

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#version 450
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_samplerless_texture_functions : require
layout(set = 0, binding = 2, std140) uniform UBO
{
vec4 v[64];
} ubos[];
layout(set = 0, binding = 3, std430) buffer SSBO
{
uint counter;
vec4 v[];
} ssbos[];
layout(set = 0, binding = 0) uniform texture2D uSamplers[];
layout(set = 0, binding = 1) uniform sampler uSamps[];
layout(set = 0, binding = 4) uniform sampler2D uCombinedSamplers[];
layout(set = 0, binding = 0) uniform texture2DMS uSamplersMS[];
layout(set = 0, binding = 5, r32f) uniform image2D uImages[];
layout(set = 0, binding = 5, r32ui) uniform uimage2D uImagesU32[];
layout(location = 0) flat in int vIndex;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec2 vUV;
void main()
{
int _22 = vIndex + 10;
int _32 = vIndex + 40;
FragColor = texture(nonuniformEXT(sampler2D(uSamplers[_22], uSamps[_32])), vUV);
int _49 = _22;
FragColor = texture(uCombinedSamplers[nonuniformEXT(_49)], vUV);
int _65 = vIndex + 20;
int _69 = _32;
FragColor += ubos[nonuniformEXT(_65)].v[_69];
int _83 = vIndex + 50;
int _88 = vIndex + 60;
FragColor += ssbos[nonuniformEXT(_83)].v[_88];
int _100 = vIndex + 70;
ssbos[nonuniformEXT(_88)].v[_100] = vec4(20.0);
ivec2 _111 = ivec2(vUV);
FragColor = texelFetch(uSamplers[nonuniformEXT(_49)], _111, 0);
int _116 = vIndex + 100;
uint _122 = atomicAdd(ssbos[_116].counter, 100u);
vec2 _149 = FragColor.xy + (textureQueryLod(nonuniformEXT(sampler2D(uSamplers[_22], uSamps[_32])), vUV) + textureQueryLod(uCombinedSamplers[nonuniformEXT(_49)], vUV));
FragColor = vec4(_149.x, _149.y, FragColor.z, FragColor.w);
FragColor.x += float(textureQueryLevels(uSamplers[nonuniformEXT(_65)]));
FragColor.y += float(textureSamples(uSamplersMS[nonuniformEXT(_65)]));
vec2 _189 = FragColor.xy + vec2(textureSize(uSamplers[nonuniformEXT(_65)], 0));
FragColor = vec4(_189.x, _189.y, FragColor.z, FragColor.w);
FragColor += imageLoad(uImages[nonuniformEXT(_83)], _111);
vec2 _216 = FragColor.xy + vec2(imageSize(uImages[nonuniformEXT(_65)]));
FragColor = vec4(_216.x, _216.y, FragColor.z, FragColor.w);
imageStore(uImages[nonuniformEXT(_88)], _111, vec4(50.0));
uint _242 = imageAtomicAdd(uImagesU32[nonuniformEXT(_100)], _111, 40u);
}