SPIRV-Cross/reference/shaders-no-opt/comp/subgroups_basicvoteballot.vk.comp
2020-10-08 13:25:29 +02:00

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#version 450
#if defined(GL_KHR_shader_subgroup_ballot)
#extension GL_KHR_shader_subgroup_ballot : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#elif defined(GL_ARB_shader_ballot) && defined(GL_ARB_shader_int64)
#extension GL_ARB_shader_int64 : enable
#extension GL_ARB_shader_ballot : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#extension GL_KHR_shader_subgroup_basic : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#elif defined(GL_ARB_shader_ballot) && defined(GL_ARB_shader_int64)
#extension GL_ARB_shader_int64 : enable
#extension GL_ARB_shader_ballot : require
#elif defined(GL_AMD_gcn_shader) && (defined(GL_AMD_gpu_shader_int64) || defined(GL_NV_gpu_shader5))
#extension GL_AMD_gpu_shader_int64 : enable
#extension GL_NV_gpu_shader5 : enable
#extension GL_AMD_gcn_shader : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#extension GL_KHR_shader_subgroup_basic : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#elif defined(GL_ARB_shader_ballot) && defined(GL_ARB_shader_int64)
#extension GL_ARB_shader_int64 : enable
#extension GL_ARB_shader_ballot : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#extension GL_KHR_shader_subgroup_basic : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#extension GL_KHR_shader_subgroup_basic : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_ballot)
#extension GL_KHR_shader_subgroup_ballot : require
#elif defined(GL_ARB_shader_ballot) && defined(GL_ARB_shader_int64)
#extension GL_ARB_shader_int64 : enable
#extension GL_ARB_shader_ballot : require
#elif defined(GL_NV_shader_thread_shuffle)
#extension GL_NV_shader_thread_shuffle : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_ballot)
#extension GL_KHR_shader_subgroup_ballot : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#endif
#if defined(GL_KHR_shader_subgroup_vote)
#extension GL_KHR_shader_subgroup_vote : require
#elif defined(GL_AMD_gcn_shader) && (defined(GL_AMD_gpu_shader_int64) || defined(GL_NV_gpu_shader5))
#extension GL_AMD_gpu_shader_int64 : enable
#extension GL_NV_gpu_shader5 : enable
#extension GL_AMD_gcn_shader : require
#elif defined(GL_NV_gpu_shader_5)
#extension GL_NV_gpu_shader_5 : require
#elif defined(GL_ARB_shader_group_vote)
#extension GL_ARB_shader_group_vote : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#extension GL_KHR_shader_subgroup_basic : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#elif defined(GL_ARB_shader_ballot) && defined(GL_ARB_shader_int64)
#extension GL_ARB_shader_int64 : enable
#extension GL_ARB_shader_ballot : require
#elif defined(GL_AMD_gcn_shader) && (defined(GL_AMD_gpu_shader_int64) || defined(GL_NV_gpu_shader5))
#extension GL_AMD_gpu_shader_int64 : enable
#extension GL_NV_gpu_shader5 : enable
#extension GL_AMD_gcn_shader : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#extension GL_KHR_shader_subgroup_basic : require
#endif
#if defined(GL_KHR_shader_subgroup_ballot)
#extension GL_KHR_shader_subgroup_ballot : require
#elif defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#elif defined(GL_ARB_shader_ballot) && defined(GL_ARB_shader_int64)
#extension GL_ARB_shader_int64 : enable
#extension GL_ARB_shader_ballot : require
#else
#error No extensions available to emulate requested subgroup feature.
#endif
#if defined(GL_NV_shader_thread_group)
#extension GL_NV_shader_thread_group : require
#endif
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer SSBO
{
float FragColor;
} _9;
#if defined(GL_KHR_shader_subgroup_ballot)
#elif defined(GL_NV_shader_thread_group)
#define gl_SubgroupEqMask uvec4(gl_ThreadEqMaskNV, 0u, 0u, 0u)
#define gl_SubgroupGeMask uvec4(gl_ThreadGeMaskNV, 0u, 0u, 0u)
#define gl_SubgroupGtMask uvec4(gl_ThreadGtMaskNV, 0u, 0u, 0u)
#define gl_SubgroupLeMask uvec4(gl_ThreadLeMaskNV, 0u, 0u, 0u)
#define gl_SubgroupLtMask uvec4(gl_ThreadLtMaskNV, 0u, 0u, 0u)
#elif defined(GL_ARB_shader_ballot)
#define gl_SubgroupEqMask uvec4(unpackUint2x32(gl_SubGroupEqMaskARB), 0u, 0u)
#define gl_SubgroupGeMask uvec4(unpackUint2x32(gl_SubGroupGeMaskARB), 0u, 0u)
#define gl_SubgroupGtMask uvec4(unpackUint2x32(gl_SubGroupGtMaskARB), 0u, 0u)
#define gl_SubgroupLeMask uvec4(unpackUint2x32(gl_SubGroupLeMaskARB), 0u, 0u)
#define gl_SubgroupLtMask uvec4(unpackUint2x32(gl_SubGroupLtMaskARB), 0u, 0u)
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#elif defined(GL_NV_shader_thread_group)
#define gl_SubgroupSize gl_WarpSizeNV
#elif defined(GL_ARB_shader_ballot)
#define gl_SubgroupSize gl_SubGroupSizeARB
#elif defined(GL_AMD_gcn_shader)
#define gl_SubgroupSize uint(gl_SIMDGroupSizeAMD)
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#elif defined(GL_NV_shader_thread_group)
#define gl_SubgroupInvocationID gl_ThreadInWarpNV
#elif defined(GL_ARB_shader_ballot)
#define gl_SubgroupInvocationID gl_SubGroupInvocationARB
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#elif defined(GL_NV_shader_thread_group)
#define gl_SubgroupID gl_WarpIDNV
#endif
#if defined(GL_KHR_shader_subgroup_basic)
#elif defined(GL_NV_shader_thread_group)
#define gl_NumSubgroups gl_WarpsPerSMNV
#endif
#if defined(GL_KHR_shader_subgroup_ballot)
#elif defined(GL_ARB_shader_ballot)
int subgroupBroadcastFirst(int value) { return readFirstInvocationARB(value); }
ivec2 subgroupBroadcastFirst(ivec2 value) { return readFirstInvocationARB(value); }
ivec3 subgroupBroadcastFirst(ivec3 value) { return readFirstInvocationARB(value); }
ivec4 subgroupBroadcastFirst(ivec4 value) { return readFirstInvocationARB(value); }
uint subgroupBroadcastFirst(uint value) { return readFirstInvocationARB(value); }
uvec2 subgroupBroadcastFirst(uvec2 value) { return readFirstInvocationARB(value); }
uvec3 subgroupBroadcastFirst(uvec3 value) { return readFirstInvocationARB(value); }
uvec4 subgroupBroadcastFirst(uvec4 value) { return readFirstInvocationARB(value); }
float subgroupBroadcastFirst(float value) { return readFirstInvocationARB(value); }
vec2 subgroupBroadcastFirst(vec2 value) { return readFirstInvocationARB(value); }
vec3 subgroupBroadcastFirst(vec3 value) { return readFirstInvocationARB(value); }
vec4 subgroupBroadcastFirst(vec4 value) { return readFirstInvocationARB(value); }
double subgroupBroadcastFirst(double value) { return readFirstInvocationARB(value); }
dvec2 subgroupBroadcastFirst(dvec2 value) { return readFirstInvocationARB(value); }
dvec3 subgroupBroadcastFirst(dvec3 value) { return readFirstInvocationARB(value); }
dvec4 subgroupBroadcastFirst(dvec4 value) { return readFirstInvocationARB(value); }
int subgroupBroadcast(int value, uint id) { return readInvocationARB(value, id); }
ivec2 subgroupBroadcast(ivec2 value, uint id) { return readInvocationARB(value, id); }
ivec3 subgroupBroadcast(ivec3 value, uint id) { return readInvocationARB(value, id); }
ivec4 subgroupBroadcast(ivec4 value, uint id) { return readInvocationARB(value, id); }
uint subgroupBroadcast(uint value, uint id) { return readInvocationARB(value, id); }
uvec2 subgroupBroadcast(uvec2 value, uint id) { return readInvocationARB(value, id); }
uvec3 subgroupBroadcast(uvec3 value, uint id) { return readInvocationARB(value, id); }
uvec4 subgroupBroadcast(uvec4 value, uint id) { return readInvocationARB(value, id); }
float subgroupBroadcast(float value, uint id) { return readInvocationARB(value, id); }
vec2 subgroupBroadcast(vec2 value, uint id) { return readInvocationARB(value, id); }
vec3 subgroupBroadcast(vec3 value, uint id) { return readInvocationARB(value, id); }
vec4 subgroupBroadcast(vec4 value, uint id) { return readInvocationARB(value, id); }
double subgroupBroadcast(double value, uint id) { return readInvocationARB(value, id); }
dvec2 subgroupBroadcast(dvec2 value, uint id) { return readInvocationARB(value, id); }
dvec3 subgroupBroadcast(dvec3 value, uint id) { return readInvocationARB(value, id); }
dvec4 subgroupBroadcast(dvec4 value, uint id) { return readInvocationARB(value, id); }
#elif defined(GL_NV_shader_thread_shuffle)
int subgroupBroadcastFirst(int value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
ivec2 subgroupBroadcastFirst(ivec2 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
ivec3 subgroupBroadcastFirst(ivec3 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
ivec4 subgroupBroadcastFirst(ivec4 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
uint subgroupBroadcastFirst(uint value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
uvec2 subgroupBroadcastFirst(uvec2 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
uvec3 subgroupBroadcastFirst(uvec3 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
uvec4 subgroupBroadcastFirst(uvec4 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
float subgroupBroadcastFirst(float value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
vec2 subgroupBroadcastFirst(vec2 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
vec3 subgroupBroadcastFirst(vec3 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
vec4 subgroupBroadcastFirst(vec4 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
double subgroupBroadcastFirst(double value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
dvec2 subgroupBroadcastFirst(dvec2 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
dvec3 subgroupBroadcastFirst(dvec3 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
dvec4 subgroupBroadcastFirst(dvec4 value) { return shuffleNV(value, findLSB(ballotThreadNV(true)), gl_WarpSizeNV); }
int subgroupBroadcast(int value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
ivec2 subgroupBroadcast(ivec2 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
ivec3 subgroupBroadcast(ivec3 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
ivec4 subgroupBroadcast(ivec4 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
uint subgroupBroadcast(uint value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
uvec2 subgroupBroadcast(uvec2 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
uvec3 subgroupBroadcast(uvec3 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
uvec4 subgroupBroadcast(uvec4 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
float subgroupBroadcast(float value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
vec2 subgroupBroadcast(vec2 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
vec3 subgroupBroadcast(vec3 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
vec4 subgroupBroadcast(vec4 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
double subgroupBroadcast(double value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
dvec2 subgroupBroadcast(dvec2 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
dvec3 subgroupBroadcast(dvec3 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
dvec4 subgroupBroadcast(dvec4 value, uint id) { return shuffleNV(value, id, gl_WarpSizeNV); }
#endif
#if defined(GL_KHR_shader_subgroup_ballot)
#elif defined(GL_NV_shader_thread_group)
uint subgroupBallotFindLSB(uvec4 value) { return findLSB(value.x); }
uint subgroupBallotFindMSB(uvec4 value) { return findMSB(value.x); }
#else
uint subgroupBallotFindLSB(uvec4 value)
{
int firstLive = findLSB(value.x);
return uint(firstLive != -1 ? firstLive : (findLSB(value.y) + 32));
}
uint subgroupBallotFindMSB(uvec4 value)
{
int firstLive = findMSB(value.y);
return uint(firstLive != -1 ? (firstLive + 32) : findMSB(value.x));
}
#endif
#if defined(GL_KHR_shader_subgroup_vote)
#elif defined(GL_AMD_gcn_shader)
bool subgroupAll(bool value) { return ballotAMD(value) == ballotAMD(true); }
bool subgroupAny(bool value) { return ballotAMD(value) != 0ull; }
bool subgroupAllEqual(bool value) { uint64_t b = ballotAMD(value); return b == 0ull || b == ballotAMD(true); }
#elif defined(GL_NV_gpu_shader_5)
bool subgroupAll(bool value) { return allThreadsNV(value); }
bool subgroupAny(bool value) { return anyThreadNV(value); }
bool subgroupAllEqual(bool value) { return allThreadsEqualNV(value); }
#elif defined(GL_ARB_shader_group_vote)
bool subgroupAll(bool v) { return allInvocationsARB(v); }
bool subgroupAny(bool v) { return anyInvocationARB(v); }
bool subgroupAllEqual(bool v) { return allInvocationsEqualARB(v); }
#endif
#ifndef GL_KHR_shader_subgroup_vote
#define _SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(type) bool subgroupAllEqual(type value) { return subgroupAllEqual(subgroupBroadcastFirst(value) == value); }
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(int)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(ivec2)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(ivec3)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(ivec4)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(uint)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(uvec2)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(uvec3)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(uvec4)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(float)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(vec2)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(vec3)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(vec4)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(double)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(dvec2)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(dvec3)
_SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND(dvec4)
#undef _SPIRV_CROSS_SUBGROUP_ALL_EQUAL_WORKAROUND
#endif
#if defined(GL_KHR_shader_subgroup_ballot)
#elif defined(GL_NV_shader_thread_group)
uvec4 subgroupBallot(bool v) { return uvec4(ballotThreadNV(v), 0u, 0u, 0u); }
#elif defined(GL_ARB_shader_ballot)
uvec4 subgroupBallot(bool v) { return uvec4(unpackUint2x32(ballotARB(v)), 0u, 0u); }
#endif
#ifndef GL_KHR_shader_subgroup_basic
bool subgroupElect()
{
uvec4 activeMask = subgroupBallot(true);
uint firstLive = subgroupBallotFindLSB(activeMask);
return gl_SubgroupInvocationID == firstLive;
}
#endif
#ifndef GL_KHR_shader_subgroup_basic
void subgroupBarrier() { /*NOOP*/ }
#endif
#ifndef GL_KHR_shader_subgroup_basic
void subgroupMemoryBarrier() { groupMemoryBarrier(); }
void subgroupMemoryBarrierBuffer() { groupMemoryBarrier(); }
void subgroupMemoryBarrierShared() { groupMemoryBarrier(); }
void subgroupMemoryBarrierImage() { groupMemoryBarrier(); }
#endif
#ifndef GL_KHR_shader_subgroup_ballot
bool subgroupInverseBallot(uvec4 value)
{
return any(notEqual(value.xy & gl_SubgroupEqMask.xy, uvec2(0u)));
}
uint subgroupBallotInclusiveBitCount(uvec4 value)
{
uvec2 v = value.xy & gl_SubgroupLeMask.xy;
ivec2 c = bitCount(v);
#ifdef GL_NV_shader_thread_group
return uint(c.x);
#else
return uint(c.x + c.y);
#endif
}
uint subgroupBallotExclusiveBitCount(uvec4 value)
{
uvec2 v = value.xy & gl_SubgroupLtMask.xy;
ivec2 c = bitCount(v);
#ifdef GL_NV_shader_thread_group
return uint(c.x);
#else
return uint(c.x + c.y);
#endif
}
#endif
#ifndef GL_KHR_shader_subgroup_ballot
uint subgroupBallotBitCount(uvec4 value)
{
ivec2 c = bitCount(value.xy);
#ifdef GL_NV_shader_thread_group
return uint(c.x);
#else
return uint(c.x + c.y);
#endif
}
#endif
#ifndef GL_KHR_shader_subgroup_ballot
bool subgroupBallotBitExtract(uvec4 value, uint index)
{
#ifdef GL_NV_shader_thread_group
uint shifted = value.x >> index;
#else
uint shifted = value[index >> 5u] >> (index & 0x1fu);
#endif
return (shifted & 1u) != 0u;
}
#endif
void main()
{
_9.FragColor = float(gl_NumSubgroups);
_9.FragColor = float(gl_SubgroupID);
_9.FragColor = float(gl_SubgroupSize);
_9.FragColor = float(gl_SubgroupInvocationID);
subgroupMemoryBarrier();
subgroupBarrier();
subgroupMemoryBarrier();
subgroupMemoryBarrierBuffer();
subgroupMemoryBarrierShared();
subgroupMemoryBarrierImage();
bool elected = subgroupElect();
_9.FragColor = vec4(gl_SubgroupEqMask).x;
_9.FragColor = vec4(gl_SubgroupGeMask).x;
_9.FragColor = vec4(gl_SubgroupGtMask).x;
_9.FragColor = vec4(gl_SubgroupLeMask).x;
_9.FragColor = vec4(gl_SubgroupLtMask).x;
vec4 broadcasted = subgroupBroadcast(vec4(10.0), 8u);
vec3 first = subgroupBroadcastFirst(vec3(20.0));
uvec4 ballot_value = subgroupBallot(true);
bool inverse_ballot_value = subgroupInverseBallot(ballot_value);
bool bit_extracted = subgroupBallotBitExtract(uvec4(10u), 8u);
uint bit_count = subgroupBallotBitCount(ballot_value);
uint inclusive_bit_count = subgroupBallotInclusiveBitCount(ballot_value);
uint exclusive_bit_count = subgroupBallotExclusiveBitCount(ballot_value);
uint lsb = subgroupBallotFindLSB(ballot_value);
uint msb = subgroupBallotFindMSB(ballot_value);
bool has_all = subgroupAll(true);
bool has_any = subgroupAny(true);
bool has_equal_bool = subgroupAllEqual(true);
bool has_equal_T = subgroupAllEqual(uvec3(5u));
}