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1#version 450
2
3#extension GL_KHR_shader_subgroup_vote: enable
4
5layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
6
7layout(binding = 0) buffer Buffers
8{
9    vec4  f4;
10    ivec4 i4;
11    uvec4 u4;
12    dvec4 d4;
13    int r;
14} data[4];
15
16void main()
17{
18    uint invocation = (gl_SubgroupInvocationID + gl_SubgroupSize) % 4;
19
20    if (subgroupAll(data[invocation].r < 0))
21    {
22        data[invocation].r = int(subgroupAllEqual(data[0].f4.x));
23        data[invocation].r = int(subgroupAllEqual(data[1].f4.xy));
24        data[invocation].r = int(subgroupAllEqual(data[2].f4.xyz));
25        data[invocation].r = int(subgroupAllEqual(data[3].f4));
26
27        data[invocation].r = int(subgroupAllEqual(data[0].i4.x));
28        data[invocation].r = int(subgroupAllEqual(data[1].i4.xy));
29        data[invocation].r = int(subgroupAllEqual(data[2].i4.xyz));
30        data[invocation].r = int(subgroupAllEqual(data[3].i4));
31
32        data[invocation].r = int(subgroupAllEqual(data[0].u4.x));
33        data[invocation].r = int(subgroupAllEqual(data[1].u4.xy));
34        data[invocation].r = int(subgroupAllEqual(data[2].u4.xyz));
35        data[invocation].r = int(subgroupAllEqual(data[3].u4));
36    }
37    else if (subgroupAny(data[invocation].r < 0))
38    {
39        data[invocation].r = int(subgroupAllEqual(data[0].d4.x));
40        data[invocation].r = int(subgroupAllEqual(data[1].d4.xy));
41        data[invocation].r = int(subgroupAllEqual(data[2].d4.xyz));
42        data[invocation].r = int(subgroupAllEqual(data[3].d4));
43
44        data[invocation].r = int(int(subgroupAllEqual(data[0].i4.x < 0)));
45        data[invocation].r = int(ivec2(subgroupAllEqual(lessThan(data[1].i4.xy, ivec2(0)))));
46        data[invocation].r = int(ivec3(subgroupAllEqual(lessThan(data[1].i4.xyz, ivec3(0)))));
47        data[invocation].r = int(ivec4(subgroupAllEqual(lessThan(data[1].i4, ivec4(0)))));
48    }
49}
50