blob: 806eedf9fbedf98ca00a2898f6d4a104df667e94 [file] [log] [blame]
#version 450
#ifdef GL_ARB_fragment_shader_interlock
#extension GL_ARB_fragment_shader_interlock : enable
#define SPIRV_Cross_beginInvocationInterlock() beginInvocationInterlockARB()
#define SPIRV_Cross_endInvocationInterlock() endInvocationInterlockARB()
#elif defined(GL_INTEL_fragment_shader_ordering)
#extension GL_INTEL_fragment_shader_ordering : enable
#define SPIRV_Cross_beginInvocationInterlock() beginFragmentShaderOrderingINTEL()
#define SPIRV_Cross_endInvocationInterlock()
#endif
#if defined(GL_ARB_fragment_shader_interlock)
layout(pixel_interlock_ordered) in;
#elif !defined(GL_INTEL_fragment_shader_ordering)
#error Fragment Shader Interlock/Ordering extension missing!
#endif
layout(binding = 1, std430) buffer SSBO1
{
uint values1[];
} _7;
layout(binding = 0, std430) buffer SSBO0
{
uint values0[];
} _9;
void callee2()
{
int _37 = int(gl_FragCoord.x);
_7.values1[_37]++;
}
void callee()
{
int _45 = int(gl_FragCoord.x);
_9.values0[_45]++;
callee2();
}
void _29()
{
}
void _31()
{
}
void spvMainInterlockedBody()
{
callee();
_29();
_31();
}
void main()
{
// Interlocks were used in a way not compatible with GLSL, this is very slow.
SPIRV_Cross_beginInvocationInterlock();
spvMainInterlockedBody();
SPIRV_Cross_endInvocationInterlock();
}