SPIRV-Cross/reference/shaders-no-opt/comp/subgroups_arithmetic_fadd.vk.comp
2023-05-01 15:51:54 +03:00

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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_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
#if defined(GL_KHR_shader_subgroup_arithmetic)
#extension GL_KHR_shader_subgroup_arithmetic : 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_arithmetic)
#extension GL_KHR_shader_subgroup_arithmetic : 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_arithmetic)
#extension GL_KHR_shader_subgroup_arithmetic : 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
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
layout(binding = 1, std430) buffer DATA_OUT
{
float data_out_float;
vec2 data_out_vec2;
vec3 data_out_vec3;
vec4 data_out_vec4;
double data_out_double;
dvec2 data_out_dvec2;
dvec3 data_out_dvec3;
dvec4 data_out_dvec4;
} _16;
layout(binding = 0, std430) buffer DATA_IN
{
float data_in_float[128];
vec2 data_in_vec2[128];
vec3 data_in_vec3[128];
vec4 data_in_vec4[128];
double data_in_double[128];
dvec2 data_in_dvec2[128];
dvec3 data_in_dvec3[128];
dvec4 data_in_dvec4[128];
} _31;
#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_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_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
#if defined(GL_KHR_shader_subgroup_arithmetic)
#elif defined(GL_NV_shader_thread_shuffle)
float subgroupAdd(float v)
{
float reduction = 0.0f;
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
float s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : 0.0f;
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
float s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : 0.0f;
}
}
return reduction;
}
vec2 subgroupAdd(vec2 v)
{
vec2 reduction = vec2(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec2 s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : vec2(0.0f);
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec2 s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : vec2(0.0f);
}
}
return reduction;
}
vec3 subgroupAdd(vec3 v)
{
vec3 reduction = vec3(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec3 s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : vec3(0.0f);
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec3 s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : vec3(0.0f);
}
}
return reduction;
}
vec4 subgroupAdd(vec4 v)
{
vec4 reduction = vec4(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec4 s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : vec4(0.0f);
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec4 s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : vec4(0.0f);
}
}
return reduction;
}
double subgroupAdd(double v)
{
double reduction = 0.0LF;
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
double s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : 0.0LF;
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
double s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : 0.0LF;
}
}
return reduction;
}
dvec2 subgroupAdd(dvec2 v)
{
dvec2 reduction = dvec2(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec2 s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : dvec2(0.0LF);
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec2 s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : dvec2(0.0LF);
}
}
return reduction;
}
dvec3 subgroupAdd(dvec3 v)
{
dvec3 reduction = dvec3(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec3 s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : dvec3(0.0LF);
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec3 s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : dvec3(0.0LF);
}
}
return reduction;
}
dvec4 subgroupAdd(dvec4 v)
{
dvec4 reduction = dvec4(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
reduction = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec4 s = shuffleXorNV(reduction, i, gl_SubgroupSize, valid);
reduction += valid ? s : dvec4(0.0LF);
}
}
else
{
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec4 s = shuffleNV(v, i, gl_SubgroupSize);
reduction += valid ? s : dvec4(0.0LF);
}
}
return reduction;
}
#endif
#if defined(GL_KHR_shader_subgroup_arithmetic)
#elif defined(GL_NV_shader_thread_shuffle)
float subgroupExclusiveAdd(float v)
{
float excl_scan = 0.0f;
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
float s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : 0.0f;
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = 0.0f;
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
float s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : 0.0f;
}
}
return excl_scan;
}
vec2 subgroupExclusiveAdd(vec2 v)
{
vec2 excl_scan = vec2(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec2 s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : vec2(0.0f);
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = vec2(0.0f);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec2 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : vec2(0.0f);
}
}
return excl_scan;
}
vec3 subgroupExclusiveAdd(vec3 v)
{
vec3 excl_scan = vec3(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec3 s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : vec3(0.0f);
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = vec3(0.0f);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec3 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : vec3(0.0f);
}
}
return excl_scan;
}
vec4 subgroupExclusiveAdd(vec4 v)
{
vec4 excl_scan = vec4(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec4 s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : vec4(0.0f);
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = vec4(0.0f);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec4 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : vec4(0.0f);
}
}
return excl_scan;
}
double subgroupExclusiveAdd(double v)
{
double excl_scan = 0.0LF;
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
double s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : 0.0LF;
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = 0.0LF;
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
double s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : 0.0LF;
}
}
return excl_scan;
}
dvec2 subgroupExclusiveAdd(dvec2 v)
{
dvec2 excl_scan = dvec2(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec2 s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : dvec2(0.0LF);
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = dvec2(0.0LF);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec2 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : dvec2(0.0LF);
}
}
return excl_scan;
}
dvec3 subgroupExclusiveAdd(dvec3 v)
{
dvec3 excl_scan = dvec3(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec3 s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : dvec3(0.0LF);
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = dvec3(0.0LF);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec3 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : dvec3(0.0LF);
}
}
return excl_scan;
}
dvec4 subgroupExclusiveAdd(dvec4 v)
{
dvec4 excl_scan = dvec4(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
excl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec4 s = shuffleUpNV(excl_scan, i, gl_SubgroupSize, valid);
excl_scan += valid ? s : dvec4(0.0LF);
}
excl_scan = shuffleUpNV(excl_scan, 1u, gl_SubgroupSize);
if (subgroupElect())
{
excl_scan = dvec4(0.0LF);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLtMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec4 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
excl_scan += valid ? s : dvec4(0.0LF);
}
}
return excl_scan;
}
#endif
#if defined(GL_KHR_shader_subgroup_arithmetic)
#elif defined(GL_NV_shader_thread_shuffle)
float subgroupInclusiveAdd(float v)
{
float incl_scan = 0.0f;
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
float s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : 0.0f;
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
float s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : 0.0f;
}
}
return incl_scan;
}
vec2 subgroupInclusiveAdd(vec2 v)
{
vec2 incl_scan = vec2(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec2 s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : vec2(0.0f);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec2 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : vec2(0.0f);
}
}
return incl_scan;
}
vec3 subgroupInclusiveAdd(vec3 v)
{
vec3 incl_scan = vec3(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec3 s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : vec3(0.0f);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec3 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : vec3(0.0f);
}
}
return incl_scan;
}
vec4 subgroupInclusiveAdd(vec4 v)
{
vec4 incl_scan = vec4(0.0f);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
vec4 s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : vec4(0.0f);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
vec4 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : vec4(0.0f);
}
}
return incl_scan;
}
double subgroupInclusiveAdd(double v)
{
double incl_scan = 0.0LF;
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
double s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : 0.0LF;
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
double s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : 0.0LF;
}
}
return incl_scan;
}
dvec2 subgroupInclusiveAdd(dvec2 v)
{
dvec2 incl_scan = dvec2(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec2 s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : dvec2(0.0LF);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec2 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : dvec2(0.0LF);
}
}
return incl_scan;
}
dvec3 subgroupInclusiveAdd(dvec3 v)
{
dvec3 incl_scan = dvec3(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec3 s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : dvec3(0.0LF);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec3 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : dvec3(0.0LF);
}
}
return incl_scan;
}
dvec4 subgroupInclusiveAdd(dvec4 v)
{
dvec4 incl_scan = dvec4(0.0LF);
uvec4 active_threads = subgroupBallot(true);
if (subgroupBallotBitCount(active_threads) == gl_SubgroupSize)
{
uint total = gl_SubgroupSize / 2u;
incl_scan = v;
for (uint i = 1u; i <= total; i <<= 1u)
{
bool valid;
dvec4 s = shuffleUpNV(incl_scan, i, gl_SubgroupSize, valid);
incl_scan += valid ? s : dvec4(0.0LF);
}
}
else
{
uint total = subgroupBallotBitCount(gl_SubgroupLeMask);
for (uint i = 0u; i < gl_SubgroupSize; ++i)
{
bool valid = subgroupBallotBitExtract(active_threads, i);
dvec4 s = shuffleNV(v, i, gl_SubgroupSize);
valid = valid && (i < total);
incl_scan += valid ? s : dvec4(0.0LF);
}
}
return incl_scan;
}
#endif
void main()
{
_16.data_out_float = subgroupAdd(_31.data_in_float[gl_LocalInvocationID.x]);
_16.data_out_vec2 = subgroupAdd(_31.data_in_vec2[gl_LocalInvocationID.x]);
_16.data_out_vec3 = subgroupAdd(_31.data_in_vec3[gl_LocalInvocationID.x]);
_16.data_out_vec4 = subgroupAdd(_31.data_in_vec4[gl_LocalInvocationID.x]);
_16.data_out_double = subgroupAdd(_31.data_in_double[gl_LocalInvocationID.x]);
_16.data_out_dvec2 = subgroupAdd(_31.data_in_dvec2[gl_LocalInvocationID.x]);
_16.data_out_dvec3 = subgroupAdd(_31.data_in_dvec3[gl_LocalInvocationID.x]);
_16.data_out_dvec4 = subgroupAdd(_31.data_in_dvec4[gl_LocalInvocationID.x]);
_16.data_out_float = subgroupExclusiveAdd(_31.data_in_float[gl_LocalInvocationID.x]);
_16.data_out_vec2 = subgroupExclusiveAdd(_31.data_in_vec2[gl_LocalInvocationID.x]);
_16.data_out_vec3 = subgroupExclusiveAdd(_31.data_in_vec3[gl_LocalInvocationID.x]);
_16.data_out_vec4 = subgroupExclusiveAdd(_31.data_in_vec4[gl_LocalInvocationID.x]);
_16.data_out_double = subgroupExclusiveAdd(_31.data_in_double[gl_LocalInvocationID.x]);
_16.data_out_dvec2 = subgroupExclusiveAdd(_31.data_in_dvec2[gl_LocalInvocationID.x]);
_16.data_out_dvec3 = subgroupExclusiveAdd(_31.data_in_dvec3[gl_LocalInvocationID.x]);
_16.data_out_dvec4 = subgroupExclusiveAdd(_31.data_in_dvec4[gl_LocalInvocationID.x]);
_16.data_out_float = subgroupInclusiveAdd(_31.data_in_float[gl_LocalInvocationID.x]);
_16.data_out_vec2 = subgroupInclusiveAdd(_31.data_in_vec2[gl_LocalInvocationID.x]);
_16.data_out_vec3 = subgroupInclusiveAdd(_31.data_in_vec3[gl_LocalInvocationID.x]);
_16.data_out_vec4 = subgroupInclusiveAdd(_31.data_in_vec4[gl_LocalInvocationID.x]);
_16.data_out_double = subgroupInclusiveAdd(_31.data_in_double[gl_LocalInvocationID.x]);
_16.data_out_dvec2 = subgroupInclusiveAdd(_31.data_in_dvec2[gl_LocalInvocationID.x]);
_16.data_out_dvec3 = subgroupInclusiveAdd(_31.data_in_dvec3[gl_LocalInvocationID.x]);
_16.data_out_dvec4 = subgroupInclusiveAdd(_31.data_in_dvec4[gl_LocalInvocationID.x]);
}