54 lines
819 B
GLSL
54 lines
819 B
GLSL
#version 450
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#extension GL_ARB_fragment_shader_interlock : require
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layout(pixel_interlock_ordered) in;
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layout(binding = 1, std430) buffer SSBO1
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{
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uint values1[];
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} _7;
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layout(binding = 2, std430) buffer _12_13
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{
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uint _m0[];
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} _13;
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layout(binding = 0, std430) buffer SSBO0
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{
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uint values0[];
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} _9;
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void callee2()
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{
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int _44 = int(gl_FragCoord.x);
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_7.values1[_44]++;
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}
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void callee()
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{
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int _52 = int(gl_FragCoord.x);
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_9.values0[_52]++;
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callee2();
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if (true)
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{
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}
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}
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void _35()
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{
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_13._m0[int(gl_FragCoord.x)] = 4u;
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}
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void spvMainInterlockedBody()
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{
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callee();
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_35();
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}
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void main()
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{
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// Interlocks were used in a way not compatible with GLSL, this is very slow.
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beginInvocationInterlockARB();
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spvMainInterlockedBody();
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endInvocationInterlockARB();
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}
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