diff options
author | Chip Davis <cdavis@codeweavers.com> | 2018-10-31 17:43:03 +0300 |
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committer | Chip Davis <cdavis@codeweavers.com> | 2018-11-01 18:20:57 +0300 |
commit | 1fb27b4cda08141e24eab6706d2ede2613246a54 (patch) | |
tree | 7983c916288d5f707ab4629f9c9d7608d520d1b4 /shaders | |
parent | 13633c05002168034e673bba769ffcdb779e19a8 (diff) |
Add support for 8- and 16-bit types to GLSL and MSL.
In GLSL, 8-bit types require GL_EXT_shader_8bit_storage. 16-bit types
can use either GL_AMD_gpu_shader_int16/GL_AMD_gpu_shader_half_float or
GL_EXT_shader_16bit_storage.
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/vulkan/vert/small-storage.vk.vert | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/shaders/vulkan/vert/small-storage.vk.vert b/shaders/vulkan/vert/small-storage.vk.vert new file mode 100644 index 00000000..195f3d55 --- /dev/null +++ b/shaders/vulkan/vert/small-storage.vk.vert @@ -0,0 +1,46 @@ +#version 450 core + +// GL_EXT_shader_16bit_storage doesn't support input/output. +#extension GL_EXT_shader_8bit_storage : require +#extension GL_AMD_gpu_shader_int16 : require +#extension GL_AMD_gpu_shader_half_float : require + +layout(location = 0, component = 0) in int16_t foo; +layout(location = 0, component = 1) in uint16_t bar; +layout(location = 1) in float16_t baz; + +layout(binding = 0) uniform block { + i16vec2 a; + u16vec2 b; + i8vec2 c; + u8vec2 d; + f16vec2 e; +}; + +layout(binding = 1) readonly buffer storage { + i16vec3 f; + u16vec3 g; + i8vec3 h; + u8vec3 i; + f16vec3 j; +}; + +layout(push_constant) uniform pushconst { + i16vec4 k; + u16vec4 l; + i8vec4 m; + u8vec4 n; + f16vec4 o; +}; + +layout(location = 0) out i16vec4 p; +layout(location = 1) out u16vec4 q; +layout(location = 2) out f16vec4 r; + +void main() { + p = i16vec4(int(foo) + ivec4(ivec2(a), ivec2(c)) - ivec4(ivec3(f) / ivec3(h), 1) + ivec4(k) + ivec4(m)); + q = u16vec4(uint(bar) + uvec4(uvec2(b), uvec2(d)) - uvec4(uvec3(g) / uvec3(i), 1) + uvec4(l) + uvec4(n)); + r = f16vec4(float(baz) + vec4(vec2(e), 0, 1) - vec4(vec3(j), 1) + vec4(o)); + gl_Position = vec4(0, 0, 0, 1); +} + |