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GLSL: Implement 64-bit image support.
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reference/shaders-no-opt/vulkan/comp/image-64bit.vk.nocompat.comp.vk
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#version 450 | ||
#if defined(GL_ARB_gpu_shader_int64) | ||
#extension GL_ARB_gpu_shader_int64 : require | ||
#else | ||
#error No extension available for 64-bit integers. | ||
#endif | ||
#extension GL_EXT_shader_image_int64 : require | ||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | ||
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layout(set = 0, binding = 0, r64ui) uniform u64image2D uimg; | ||
layout(set = 0, binding = 1, r64i) uniform i64image2D iimg; | ||
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void main() | ||
{ | ||
uint64_t uv = imageLoad(uimg, ivec2(gl_GlobalInvocationID.xy + uvec2(50u))).x; | ||
int64_t iv = imageLoad(iimg, ivec2(gl_GlobalInvocationID.xy + uvec2(50u))).x; | ||
uint64_t _52 = imageAtomicMax(uimg, ivec2(gl_GlobalInvocationID.xy), uv); | ||
uv = _52; | ||
int64_t _59 = imageAtomicMax(iimg, ivec2(gl_GlobalInvocationID.xy), iv); | ||
iv = _59; | ||
} | ||
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#version 450 | ||
#extension GL_ARB_gpu_shader_int64 : require | ||
#extension GL_EXT_shader_image_int64 : require | ||
layout(local_size_x = 1) in; | ||
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layout(set = 0, binding = 0, r64ui) uniform u64image2D uimg; | ||
layout(set = 0, binding = 1, r64i) uniform i64image2D iimg; | ||
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void main() | ||
{ | ||
uint64_t uv = imageLoad(uimg, ivec2(gl_GlobalInvocationID.xy + 50)).x; | ||
int64_t iv = imageLoad(iimg, ivec2(gl_GlobalInvocationID.xy + 50)).x; | ||
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uv = imageAtomicMax(uimg, ivec2(gl_GlobalInvocationID.xy), uv); | ||
iv = imageAtomicMax(iimg, ivec2(gl_GlobalInvocationID.xy), iv); | ||
} |
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