acae607703
This is required to avoid relying on complex sub-expression elimination in compilers, and generates cleaner code. The problem case is if a complex expression is used in an access chain, like: Composite comp = buffer[texture(...)]; vec4 a = comp.a + comp.b + comp.c; Before, we did not have common subexpression tracking for OpLoad/OpAccessChain, so we easily ended up with code like: vec4 a = buffer[texture(...)].a + buffer[texture(...)].b + buffer[texture(...)].c; A good compiler will optimize this, but we should not rely on it, and forcing texture(...) to a temporary also looks better. The solution is to add a vector "implied_expression_reads", which works similarly to expression_dependencies. We also need an extra mechanism in to_expression which lets us skip expression read checking and do it later. E.g. for expr -> access chain -> load, we should only trigger a read of expr when using the loaded expression.
57 lines
1.5 KiB
Plaintext
57 lines
1.5 KiB
Plaintext
#version 310 es
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0, std430) readonly buffer Distribution
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{
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vec2 distribution[];
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} _137;
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layout(binding = 2, std140) uniform UBO
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{
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vec4 uModTime;
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} _166;
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layout(binding = 1, std430) writeonly buffer HeightmapFFT
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{
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uint heights[];
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} _225;
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void main()
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{
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uvec2 _264 = uvec2(64u, 1u) * gl_NumWorkGroups.xy;
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uvec2 _269 = _264 - gl_GlobalInvocationID.xy;
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bvec2 _271 = equal(gl_GlobalInvocationID.xy, uvec2(0u));
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uint _454;
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if (_271.x)
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{
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_454 = 0u;
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}
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else
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{
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_454 = _269.x;
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}
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uint _455;
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if (_271.y)
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{
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_455 = 0u;
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}
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else
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{
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_455 = _269.y;
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}
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uint _276 = _264.x;
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uint _280 = (gl_GlobalInvocationID.y * _276) + gl_GlobalInvocationID.x;
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uint _290 = (_455 * _276) + _454;
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vec2 _297 = vec2(gl_GlobalInvocationID.xy);
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vec2 _299 = vec2(_264);
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float _309 = sqrt(9.81000041961669921875 * length(_166.uModTime.xy * mix(_297, _297 - _299, greaterThan(_297, _299 * 0.5)))) * _166.uModTime.z;
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vec2 _316 = vec2(cos(_309), sin(_309));
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vec2 _387 = _316.xx;
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vec2 _392 = _316.yy;
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vec2 _395 = _392 * _137.distribution[_280].yx;
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vec2 _421 = _392 * _137.distribution[_290].yx;
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vec2 _429 = (_137.distribution[_290] * _387) + vec2(-_421.x, _421.y);
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_225.heights[_280] = packHalf2x16(((_137.distribution[_280] * _387) + vec2(-_395.x, _395.y)) + vec2(_429.x, -_429.y));
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}
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