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1#version 310 es
2
3layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
4layout(binding = 0) buffer InOut
5{
6    uint values[];
7} sb_inout;
8
9void main (void)
10{
11    uvec3 size           = gl_NumWorkGroups * gl_WorkGroupSize;
12    uint numValuesPerInv = uint(sb_inout.values.length()) / (size.x*size.y*size.z);
13    uint groupNdx        = size.x*size.y*gl_GlobalInvocationID.z + size.x*gl_GlobalInvocationID.y + gl_GlobalInvocationID.x;
14    uint offset          = numValuesPerInv*groupNdx;
15
16    for (uint ndx = 0u; ndx < numValuesPerInv; ndx++)
17        sb_inout.values[offset + ndx] = ~sb_inout.values[offset + ndx];
18}
19