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#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(location=0) nonuniformEXT in vec4 nu_inv4;
nonuniformEXT float nu_gf;
layout(location=1) in nonuniformEXT flat int nu_ii;
layout(location = 2) in vec2 inTexcoord;
layout(binding=0, input_attachment_index = 0) uniform subpassInput inputAttachmentDyn[];
layout(binding=1) uniform samplerBuffer uniformTexelBufferDyn[];
layout(binding=2, r32f) uniform imageBuffer storageTexelBufferDyn[];
layout(binding=3) uniform uname { float a; } uniformBuffer[];
layout(binding=4) buffer bname { float b; } storageBuffer[];
layout(binding=5) uniform sampler2D sampledImage[];
layout(binding=6, r32f) uniform image2D storageImage[];
layout(binding=7, input_attachment_index = 1) uniform subpassInput inputAttachment[];
layout(binding=8) uniform samplerBuffer uniformTexelBuffer[];
layout(binding=9, r32f) uniform imageBuffer storageTexelBuffer[];
layout(binding = 10) uniform texture2D uniformTexArr[8];
layout(binding = 11) uniform sampler uniformSampler;
nonuniformEXT int foo(nonuniformEXT int nupi, nonuniformEXT out int f)
{
return nupi;
}
void main()
{
nonuniformEXT int nu_li;
nonuniformEXT int nu_li2;
int dyn_i;
int a = foo(nu_li, nu_li);
nu_li = nonuniformEXT(a) + nonuniformEXT(a * 2);
nu_li2 = a + nonuniformEXT(a * 2);
float b;
b = nu_inv4.x * nu_gf;
b += subpassLoad(inputAttachmentDyn[dyn_i]).x;
b += texelFetch(uniformTexelBufferDyn[dyn_i], 1).x;
b += imageLoad(storageTexelBufferDyn[dyn_i], 1).x;
b += uniformBuffer[nu_ii].a;
b += storageBuffer[nu_ii].b;
b += texture(sampledImage[nu_ii], vec2(0.5)).x;
b += imageLoad(storageImage[nu_ii], ivec2(1)).x;
b += subpassLoad(inputAttachment[nu_ii]).x;
b += texelFetch(uniformTexelBuffer[nu_ii], 1).x;
b += imageLoad(storageTexelBuffer[nu_ii], 1).x;
b += texture(sampler2D(uniformTexArr[nu_ii], uniformSampler), inTexcoord.xy).x;
b += texture(nonuniformEXT(sampler2D(uniformTexArr[nu_ii], uniformSampler)), inTexcoord.xy).x;
nonuniformEXT ivec4 v;
nonuniformEXT mat4 m;
nonuniformEXT struct S { int a; } s;
nonuniformEXT int arr[10];
ivec4 uv;
mat4 um;
struct US { int a[10]; } us;
int uarr[10];
b += uniformBuffer[v.y].a;
b += uniformBuffer[v[2]].a;
b += uniformBuffer[uv[nu_ii]].a;
b += uniformBuffer[int(m[2].z)].a;
b += uniformBuffer[s.a].a;
b += uniformBuffer[arr[2]].a;
b += uniformBuffer[int(um[nu_ii].z)].a;
b += uniformBuffer[us.a[nu_ii]].a;
b += uniformBuffer[uarr[nu_ii]].a;
storageBuffer[nu_ii].b = b;
}