168e46fdf9
Deals better with composite construction in C++ and also fixes a few bugs in GLSL backend with array-of-arrays.
41 lines
866 B
Plaintext
41 lines
866 B
Plaintext
#version 310 es
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layout(local_size_x = 1) in;
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layout(std430, binding = 0) buffer SSBO0
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{
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vec4 as[];
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};
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layout(std430, binding = 1) buffer SSBO1
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{
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vec4 bs[];
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};
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vec4 summe(vec4 values[3][2])
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{
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return values[0][0] + values[2][1] + values[0][1] + values[1][0];
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}
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struct Composite
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{
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vec4 a[2];
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vec4 b[2];
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};
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void main()
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{
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vec4 values[2] = vec4[](as[gl_GlobalInvocationID.x], bs[gl_GlobalInvocationID.x]);
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vec4 const_values[2] = vec4[](vec4(10.0), vec4(30.0));
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vec4 copy_values[2];
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copy_values = const_values;
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vec4 copy_values2[2] = values;
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as[gl_GlobalInvocationID.x] = summe(vec4[][](values, copy_values, copy_values2));
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Composite c = Composite(values, copy_values);
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float arrayofarray[2][3] = float[][](float[](1.0, 1.0, 1.0), float[](2.0, 2.0, 2.0));
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float b = 10.0;
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float values_scalar[4] = float[](b, b, b, b);
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}
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