xemu/subprojects/glslang/Test/spv.qcom.es.tileShading.1.comp

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#version 310 es
#extension GL_QCOM_tile_shading : enable
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
layout (shading_rate_xQCOM = 2, shading_rate_yQCOM = 2, shading_rate_zQCOM = 1) in;
layout (set=0, binding=0, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D input0;
layout (set=0, binding=1, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D color0; // attachment0
layout (set=0, binding=2, tile_attachmentQCOM, rgba32i) uniform writeonly highp iimage2D color1; // attachment1
// depth/stencil attachments
layout (set=0, binding=3, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D depth;
layout (set=0, binding=4, tile_attachmentQCOM, rgba32ui) uniform writeonly highp uimage2D stencil;
void main ()
{
uvec2 uoffset = clamp(gl_GlobalInvocationID.xy, gl_TileOffsetQCOM, gl_TileOffsetQCOM + gl_TileDimensionQCOM.xy - uvec2(1.1));
ivec2 offset = ivec2(uoffset);
// read from attachments
vec4 colorA = imageLoad( color0, offset );
vec4 colorC = imageLoad( input0, offset );
float d = imageLoad( depth, offset ).x;
uint s = uint(2);
// compute output values
vec4 outColor = ( colorA + vec4(1.0f) + colorC ) * 0.33f;
float outDepth = d * 2.0f;
uint outStencil = s + uint(1);
// write to attachments
imageStore( color1, offset, ivec4(outColor) );
imageStore( stencil, offset, uvec4(outStencil) );
}