/* * Copyright 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ // glslc TestGpuNnapi.comp -O --target-env=vulkan1.1 -mfmt=c -o TestGpuNnapi.comp.spv.inl #version 450 #pragma shader_stage(compute) layout (local_size_x_id = 0, local_size_y_id = 1) in; // The 4-byte chunk to set for each output buffer entry. layout (constant_id = 2) const uint CLEAR_DATA = 0; layout (binding = 0, std430) buffer Output { uint data[]; } outputBuffer; void main() { uint size_x = gl_WorkGroupSize.x * gl_NumWorkGroups.x; uint index = gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * size_x; outputBuffer.data[index] = CLEAR_DATA; }