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authorHans-Kristian Arntzen <post@arntzen-software.no>2021-04-22 14:54:43 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2021-04-22 17:03:08 +0300
commit532f65583e7a1703458d0c2e162a1f93b91abf16 (patch)
tree5423ee69083ae9ed9e52c27068e33e0d18480e12 /reference/shaders
parentd137abeef57b2f3fdbdab0ad5590fe99a44ba546 (diff)
Rewrite how non-uniform qualifiers are handled.
Remove all shenanigans with propagation, and only consume nonuniform qualifiers exactly where needed (last minute).
Diffstat (limited to 'reference/shaders')
-rw-r--r--reference/shaders/vulkan/frag/nonuniform-qualifier.vk.nocompat.frag.vk53
1 files changed, 42 insertions, 11 deletions
diff --git a/reference/shaders/vulkan/frag/nonuniform-qualifier.vk.nocompat.frag.vk b/reference/shaders/vulkan/frag/nonuniform-qualifier.vk.nocompat.frag.vk
index 703c5fd8..bd46cb1f 100644
--- a/reference/shaders/vulkan/frag/nonuniform-qualifier.vk.nocompat.frag.vk
+++ b/reference/shaders/vulkan/frag/nonuniform-qualifier.vk.nocompat.frag.vk
@@ -1,19 +1,24 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
+#extension GL_EXT_samplerless_texture_functions : require
layout(set = 0, binding = 2, std140) uniform UBO
{
vec4 v[64];
} ubos[];
-layout(set = 0, binding = 3, std430) readonly buffer SSBO
+layout(set = 0, binding = 3, std430) buffer SSBO
{
+ uint counter;
vec4 v[];
} ssbos[];
layout(set = 0, binding = 0) uniform texture2D uSamplers[];
layout(set = 0, binding = 1) uniform sampler uSamps[];
layout(set = 0, binding = 4) uniform sampler2D uCombinedSamplers[];
+layout(set = 0, binding = 0) uniform texture2DMS uSamplersMS[];
+layout(set = 0, binding = 5, r32f) uniform image2D uImages[];
+layout(set = 0, binding = 5, r32ui) uniform uimage2D uImagesU32[];
layout(location = 0) flat in int vIndex;
layout(location = 0) out vec4 FragColor;
@@ -22,16 +27,42 @@ layout(location = 1) in vec2 vUV;
void main()
{
int i = vIndex;
- int _23 = i + 10;
- int _34 = i + 40;
- FragColor = texture(sampler2D(uSamplers[nonuniformEXT(_23)], uSamps[nonuniformEXT(_34)]), vUV);
- int _50 = i + 10;
- FragColor = texture(uCombinedSamplers[nonuniformEXT(_50)], vUV);
- int _66 = i + 20;
- int _70 = i + 40;
- FragColor += ubos[nonuniformEXT(_66)].v[_70];
- int _84 = i + 50;
+ FragColor = texture(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV);
+ int _49 = i + 10;
+ FragColor = texture(uCombinedSamplers[nonuniformEXT(_49)], vUV);
+ int _65 = i + 20;
+ int _69 = i + 40;
+ FragColor += ubos[nonuniformEXT(_65)].v[_69];
+ int _83 = i + 50;
int _88 = i + 60;
- FragColor += ssbos[nonuniformEXT(_84)].v[_88];
+ FragColor += ssbos[nonuniformEXT(_83)].v[_88];
+ int _96 = i + 60;
+ int _100 = i + 70;
+ ssbos[nonuniformEXT(_96)].v[_100] = vec4(20.0);
+ int _106 = i + 10;
+ FragColor = texelFetch(uSamplers[nonuniformEXT(_106)], ivec2(vUV), 0);
+ int _116 = i + 100;
+ uint _122 = atomicAdd(ssbos[_116].counter, 100u);
+ vec2 queried = textureQueryLod(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV);
+ int _139 = i + 10;
+ queried += textureQueryLod(uCombinedSamplers[nonuniformEXT(_139)], vUV);
+ vec2 _149 = FragColor.xy + queried;
+ FragColor = vec4(_149.x, _149.y, FragColor.z, FragColor.w);
+ int _154 = i + 20;
+ FragColor.x += float(textureQueryLevels(uSamplers[nonuniformEXT(_154)]));
+ int _170 = i + 20;
+ FragColor.y += float(textureSamples(uSamplersMS[nonuniformEXT(_170)]));
+ int _182 = i + 20;
+ vec2 _189 = FragColor.xy + vec2(textureSize(uSamplers[nonuniformEXT(_182)], 0));
+ FragColor = vec4(_189.x, _189.y, FragColor.z, FragColor.w);
+ int _198 = i + 50;
+ FragColor += imageLoad(uImages[nonuniformEXT(_198)], ivec2(vUV));
+ int _209 = i + 20;
+ vec2 _216 = FragColor.xy + vec2(imageSize(uImages[nonuniformEXT(_209)]));
+ FragColor = vec4(_216.x, _216.y, FragColor.z, FragColor.w);
+ int _221 = i + 60;
+ imageStore(uImages[nonuniformEXT(_221)], ivec2(vUV), vec4(50.0));
+ int _234 = i + 70;
+ uint _242 = imageAtomicAdd(uImagesU32[nonuniformEXT(_234)], ivec2(vUV), 40u);
}