f1b411c9e8
This is somewhat awkward to support, but the best effort we can do here is to analyze various Load/Store opcodes and deduce the ideal overall alignment based on this. This is not a 100% perfect solution, but should be correct for any reasonable use case. Also fix various nitpicks with BDA support while I'm at it.
36 lines
772 B
Plaintext
36 lines
772 B
Plaintext
#version 450
|
|
#extension GL_ARB_gpu_shader_int64 : require
|
|
#extension GL_EXT_buffer_reference : require
|
|
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
|
|
|
layout(buffer_reference) buffer Node;
|
|
layout(buffer_reference, buffer_reference_align = 16, std430) buffer Node
|
|
{
|
|
layout(offset = 0) int value;
|
|
layout(offset = 16) Node next;
|
|
layout(offset = 32) Node prev;
|
|
};
|
|
|
|
layout(set = 0, binding = 0, std430) restrict buffer LinkedList
|
|
{
|
|
Node head1;
|
|
Node head2;
|
|
} _50;
|
|
|
|
void main()
|
|
{
|
|
Node _114;
|
|
if (gl_WorkGroupID.x < 4u)
|
|
{
|
|
_114 = _50.head1;
|
|
}
|
|
else
|
|
{
|
|
_114 = _50.head2;
|
|
}
|
|
_114.next.value = _50.head1.value + _50.head2.value;
|
|
_50.head1.value = 20;
|
|
_50.head1.value = _50.head2.value * 10;
|
|
}
|
|
|