SPIRV-Cross/reference/shaders-no-opt/asm/frag/pixel-interlock-control-flow.asm.frag
Chip Davis 68f0257f26 Use --preserve-numeric-ids when assembling test shaders.
This makes it easier to debug codegen for these shaders.
2023-06-23 14:54:16 -07:00

66 lines
1.4 KiB
GLSL

#version 450
#ifdef GL_ARB_fragment_shader_interlock
#extension GL_ARB_fragment_shader_interlock : enable
#define SPIRV_Cross_beginInvocationInterlock() beginInvocationInterlockARB()
#define SPIRV_Cross_endInvocationInterlock() endInvocationInterlockARB()
#elif defined(GL_INTEL_fragment_shader_ordering)
#extension GL_INTEL_fragment_shader_ordering : enable
#define SPIRV_Cross_beginInvocationInterlock() beginFragmentShaderOrderingINTEL()
#define SPIRV_Cross_endInvocationInterlock()
#endif
#if defined(GL_ARB_fragment_shader_interlock)
layout(pixel_interlock_ordered) in;
#elif !defined(GL_INTEL_fragment_shader_ordering)
#error Fragment Shader Interlock/Ordering extension missing!
#endif
layout(binding = 1, std430) buffer SSBO1
{
uint values1[];
} _11;
layout(binding = 2, std430) buffer _16_17
{
uint _m0[];
} _17;
layout(binding = 0, std430) buffer SSBO0
{
uint values0[];
} _13;
void callee2()
{
int _25 = int(gl_FragCoord.x);
_11.values1[_25]++;
}
void callee()
{
int _38 = int(gl_FragCoord.x);
_13.values0[_38]++;
callee2();
if (true)
{
}
}
void _52()
{
_17._m0[int(gl_FragCoord.x)] = 4u;
}
void spvMainInterlockedBody()
{
callee();
_52();
}
void main()
{
// Interlocks were used in a way not compatible with GLSL, this is very slow.
SPIRV_Cross_beginInvocationInterlock();
spvMainInterlockedBody();
SPIRV_Cross_endInvocationInterlock();
}