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/*
* 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;
}