68f0257f26
This makes it easier to debug codegen for these shaders.
66 lines
1.4 KiB
GLSL
66 lines
1.4 KiB
GLSL
#version 450
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#ifdef GL_ARB_fragment_shader_interlock
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#extension GL_ARB_fragment_shader_interlock : enable
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#define SPIRV_Cross_beginInvocationInterlock() beginInvocationInterlockARB()
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#define SPIRV_Cross_endInvocationInterlock() endInvocationInterlockARB()
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#elif defined(GL_INTEL_fragment_shader_ordering)
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#extension GL_INTEL_fragment_shader_ordering : enable
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#define SPIRV_Cross_beginInvocationInterlock() beginFragmentShaderOrderingINTEL()
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#define SPIRV_Cross_endInvocationInterlock()
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#endif
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#if defined(GL_ARB_fragment_shader_interlock)
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layout(pixel_interlock_ordered) in;
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#elif !defined(GL_INTEL_fragment_shader_ordering)
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#error Fragment Shader Interlock/Ordering extension missing!
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#endif
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layout(binding = 1, std430) buffer SSBO1
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{
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uint values1[];
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} _11;
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layout(binding = 2, std430) buffer _16_17
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{
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uint _m0[];
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} _17;
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layout(binding = 0, std430) buffer SSBO0
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{
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uint values0[];
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} _13;
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void callee2()
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{
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int _25 = int(gl_FragCoord.x);
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_11.values1[_25]++;
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}
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void callee()
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{
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int _38 = int(gl_FragCoord.x);
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_13.values0[_38]++;
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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 _52()
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{
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_17._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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_52();
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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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SPIRV_Cross_beginInvocationInterlock();
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spvMainInterlockedBody();
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SPIRV_Cross_endInvocationInterlock();
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}
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