72 lines
3.1 KiB
Plaintext
72 lines
3.1 KiB
Plaintext
RWTexture2D<float> uImageInF : register(u0);
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RWTexture2D<float> uImageOutF : register(u1);
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RWTexture2D<int> uImageInI : register(u2);
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RWTexture2D<int> uImageOutI : register(u3);
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RWTexture2D<uint> uImageInU : register(u4);
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RWTexture2D<uint> uImageOutU : register(u5);
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RWBuffer<float> uImageInBuffer : register(u6);
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RWBuffer<float> uImageOutBuffer : register(u7);
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RWTexture2D<float2> uImageInF2 : register(u8);
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RWTexture2D<float2> uImageOutF2 : register(u9);
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RWTexture2D<int2> uImageInI2 : register(u10);
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RWTexture2D<int2> uImageOutI2 : register(u11);
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RWTexture2D<uint2> uImageInU2 : register(u12);
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RWTexture2D<uint2> uImageOutU2 : register(u13);
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RWBuffer<float2> uImageInBuffer2 : register(u14);
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RWBuffer<float2> uImageOutBuffer2 : register(u15);
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RWTexture2D<float4> uImageInF4 : register(u16);
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RWTexture2D<float4> uImageOutF4 : register(u17);
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RWTexture2D<int4> uImageInI4 : register(u18);
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RWTexture2D<int4> uImageOutI4 : register(u19);
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RWTexture2D<uint4> uImageInU4 : register(u20);
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RWTexture2D<uint4> uImageOutU4 : register(u21);
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RWBuffer<float4> uImageInBuffer4 : register(u22);
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RWBuffer<float4> uImageOutBuffer4 : register(u23);
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RWTexture2D<float4> uImageNoFmtF : register(u24);
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RWTexture2D<uint4> uImageNoFmtU : register(u25);
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RWTexture2D<int4> uImageNoFmtI : register(u26);
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static uint3 gl_GlobalInvocationID;
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struct SPIRV_Cross_Input
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{
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uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
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};
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void comp_main()
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{
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float4 f = uImageInF[int2(gl_GlobalInvocationID.xy)].xxxx;
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uImageOutF[int2(gl_GlobalInvocationID.xy)] = f.x;
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int4 i = uImageInI[int2(gl_GlobalInvocationID.xy)].xxxx;
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uImageOutI[int2(gl_GlobalInvocationID.xy)] = i.x;
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uint4 u = uImageInU[int2(gl_GlobalInvocationID.xy)].xxxx;
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uImageOutU[int2(gl_GlobalInvocationID.xy)] = u.x;
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float4 b = uImageInBuffer[int(gl_GlobalInvocationID.x)].xxxx;
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uImageOutBuffer[int(gl_GlobalInvocationID.x)] = b.x;
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float4 f2 = uImageInF2[int2(gl_GlobalInvocationID.xy)].xyyy;
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uImageOutF2[int2(gl_GlobalInvocationID.xy)] = f2.xy;
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int4 i2 = uImageInI2[int2(gl_GlobalInvocationID.xy)].xyyy;
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uImageOutI2[int2(gl_GlobalInvocationID.xy)] = i2.xy;
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uint4 u2 = uImageInU2[int2(gl_GlobalInvocationID.xy)].xyyy;
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uImageOutU2[int2(gl_GlobalInvocationID.xy)] = u2.xy;
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float4 b2 = uImageInBuffer2[int(gl_GlobalInvocationID.x)].xyyy;
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uImageOutBuffer2[int(gl_GlobalInvocationID.x)] = b2.xy;
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float4 f4 = uImageInF4[int2(gl_GlobalInvocationID.xy)];
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uImageOutF4[int2(gl_GlobalInvocationID.xy)] = f4;
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int4 i4 = uImageInI4[int2(gl_GlobalInvocationID.xy)];
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uImageOutI4[int2(gl_GlobalInvocationID.xy)] = i4;
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uint4 u4 = uImageInU4[int2(gl_GlobalInvocationID.xy)];
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uImageOutU4[int2(gl_GlobalInvocationID.xy)] = u4;
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float4 b4 = uImageInBuffer4[int(gl_GlobalInvocationID.x)];
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uImageOutBuffer4[int(gl_GlobalInvocationID.x)] = b4;
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uImageNoFmtF[int2(gl_GlobalInvocationID.xy)] = b2;
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uImageNoFmtU[int2(gl_GlobalInvocationID.xy)] = u4;
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uImageNoFmtI[int2(gl_GlobalInvocationID.xy)] = i4;
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}
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[numthreads(1, 1, 1)]
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void main(SPIRV_Cross_Input stage_input)
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{
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gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
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comp_main();
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}
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