SPIRV-Cross/reference/opt/shaders/comp/bake_gradient.comp
Hans-Kristian Arntzen 7a6c2da9aa GLSL: Handle more proper semantics for RelaxedPrecision.
GLSL and RelaxedPrecision are quite different in what they affect.
RelaxedPrecision affects operations, while this is merely implied in
GLSL based on inputs.

This leads to situations where we have to promote mediump inputs to
highp, and the simplest approach is to force highp temporaries for
inputs which are consumed in a highp context. For completeness, we also
demote RelaxedPrecision inputs to mediump variables.

PHI is handled by copying the PHI into a temporary.

We have to be very careful with hoisted temporaries, since the child
temporary will not be analyzed up-front. We inherit the hoisted-ness
state and emit the hoisted child temporary as necessary. When faking the
temporaries with OpCopyObject, we make sure to block any variable
hoisting.

Hoisting children of PHI variables is fine, since PHIs are not hoisted with
the same framework as other temporaries.
2022-05-02 15:11:24 +02:00

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#version 310 es
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(binding = 4, std140) uniform UBO
{
vec4 uInvSize;
vec4 uScale;
} _46;
layout(binding = 0) uniform mediump sampler2D uHeight;
layout(binding = 1) uniform mediump sampler2D uDisplacement;
layout(binding = 2, rgba16f) uniform writeonly mediump image2D iHeightDisplacement;
layout(binding = 3, rgba16f) uniform writeonly mediump image2D iGradJacobian;
void main()
{
vec4 _59 = (vec2(gl_GlobalInvocationID.xy) * _46.uInvSize.xy).xyxy + (_46.uInvSize * 0.5);
vec2 _67 = _59.xy;
mediump float _79 = textureLodOffset(uHeight, _67, 0.0, ivec2(-1, 0)).x;
float hp_copy_79 = _79;
mediump float _87 = textureLodOffset(uHeight, _67, 0.0, ivec2(1, 0)).x;
float hp_copy_87 = _87;
mediump float _94 = textureLodOffset(uHeight, _67, 0.0, ivec2(0, -1)).x;
float hp_copy_94 = _94;
mediump float _101 = textureLodOffset(uHeight, _67, 0.0, ivec2(0, 1)).x;
float hp_copy_101 = _101;
vec2 _128 = _59.zw;
vec2 _157 = ((textureLodOffset(uDisplacement, _128, 0.0, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, _128, 0.0, ivec2(-1, 0)).xy) * 0.60000002384185791015625) * _46.uScale.z;
vec2 _161 = ((textureLodOffset(uDisplacement, _128, 0.0, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, _128, 0.0, ivec2(0, -1)).xy) * 0.60000002384185791015625) * _46.uScale.z;
ivec2 _172 = ivec2(gl_GlobalInvocationID.xy);
imageStore(iHeightDisplacement, _172, vec4(textureLod(uHeight, _67, 0.0).x, 0.0, 0.0, 0.0));
imageStore(iGradJacobian, _172, vec4((_46.uScale.xy * 0.5) * vec2(hp_copy_87 - hp_copy_79, hp_copy_101 - hp_copy_94), ((1.0 + _157.x) * (1.0 + _161.y)) - (_157.y * _161.x), 0.0));
}