| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| struct Inner { |
| float scalar_f32; |
| int scalar_i32; |
| uint scalar_u32; |
| float16_t scalar_f16; |
| vec2 vec2_f32; |
| ivec2 vec2_i32; |
| uvec2 vec2_u32; |
| f16vec2 vec2_f16; |
| uint pad; |
| vec3 vec3_f32; |
| uint pad_1; |
| ivec3 vec3_i32; |
| uint pad_2; |
| uvec3 vec3_u32; |
| uint pad_3; |
| f16vec3 vec3_f16; |
| uint pad_4; |
| uint pad_5; |
| vec4 vec4_f32; |
| ivec4 vec4_i32; |
| uvec4 vec4_u32; |
| f16vec4 vec4_f16; |
| mat2 mat2x2_f32; |
| uint pad_6; |
| uint pad_7; |
| mat2x3 mat2x3_f32; |
| mat2x4 mat2x4_f32; |
| mat3x2 mat3x2_f32; |
| uint pad_8; |
| uint pad_9; |
| mat3 mat3x3_f32; |
| mat3x4 mat3x4_f32; |
| mat4x2 mat4x2_f32; |
| mat4x3 mat4x3_f32; |
| mat4 mat4x4_f32; |
| f16mat2 mat2x2_f16; |
| f16mat2x3 mat2x3_f16; |
| f16mat2x4 mat2x4_f16; |
| f16mat3x2 mat3x2_f16; |
| uint pad_10; |
| f16mat3 mat3x3_f16; |
| f16mat3x4 mat3x4_f16; |
| f16mat4x2 mat4x2_f16; |
| f16mat4x3 mat4x3_f16; |
| f16mat4 mat4x4_f16; |
| uint pad_11; |
| uint pad_12; |
| vec3 arr2_vec3_f32[2]; |
| f16mat4x2 arr2_mat4x2_f16[2]; |
| }; |
| |
| layout(binding = 0, std430) buffer S_ssbo { |
| Inner arr[]; |
| } sb; |
| |
| void tint_symbol(uint idx) { |
| float scalar_f32 = sb.arr[idx].scalar_f32; |
| int scalar_i32 = sb.arr[idx].scalar_i32; |
| uint scalar_u32 = sb.arr[idx].scalar_u32; |
| float16_t scalar_f16 = sb.arr[idx].scalar_f16; |
| vec2 vec2_f32 = sb.arr[idx].vec2_f32; |
| ivec2 vec2_i32 = sb.arr[idx].vec2_i32; |
| uvec2 vec2_u32 = sb.arr[idx].vec2_u32; |
| f16vec2 vec2_f16 = sb.arr[idx].vec2_f16; |
| vec3 vec3_f32 = sb.arr[idx].vec3_f32; |
| ivec3 vec3_i32 = sb.arr[idx].vec3_i32; |
| uvec3 vec3_u32 = sb.arr[idx].vec3_u32; |
| f16vec3 vec3_f16 = sb.arr[idx].vec3_f16; |
| vec4 vec4_f32 = sb.arr[idx].vec4_f32; |
| ivec4 vec4_i32 = sb.arr[idx].vec4_i32; |
| uvec4 vec4_u32 = sb.arr[idx].vec4_u32; |
| f16vec4 vec4_f16 = sb.arr[idx].vec4_f16; |
| mat2 mat2x2_f32 = sb.arr[idx].mat2x2_f32; |
| mat2x3 mat2x3_f32 = sb.arr[idx].mat2x3_f32; |
| mat2x4 mat2x4_f32 = sb.arr[idx].mat2x4_f32; |
| mat3x2 mat3x2_f32 = sb.arr[idx].mat3x2_f32; |
| mat3 mat3x3_f32 = sb.arr[idx].mat3x3_f32; |
| mat3x4 mat3x4_f32 = sb.arr[idx].mat3x4_f32; |
| mat4x2 mat4x2_f32 = sb.arr[idx].mat4x2_f32; |
| mat4x3 mat4x3_f32 = sb.arr[idx].mat4x3_f32; |
| mat4 mat4x4_f32 = sb.arr[idx].mat4x4_f32; |
| f16mat2 mat2x2_f16 = sb.arr[idx].mat2x2_f16; |
| f16mat2x3 mat2x3_f16 = sb.arr[idx].mat2x3_f16; |
| f16mat2x4 mat2x4_f16 = sb.arr[idx].mat2x4_f16; |
| f16mat3x2 mat3x2_f16 = sb.arr[idx].mat3x2_f16; |
| f16mat3 mat3x3_f16 = sb.arr[idx].mat3x3_f16; |
| f16mat3x4 mat3x4_f16 = sb.arr[idx].mat3x4_f16; |
| f16mat4x2 mat4x2_f16 = sb.arr[idx].mat4x2_f16; |
| f16mat4x3 mat4x3_f16 = sb.arr[idx].mat4x3_f16; |
| f16mat4 mat4x4_f16 = sb.arr[idx].mat4x4_f16; |
| vec3 arr2_vec3_f32[2] = sb.arr[idx].arr2_vec3_f32; |
| f16mat4x2 arr2_mat4x2_f16[2] = sb.arr[idx].arr2_mat4x2_f16; |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| tint_symbol(gl_LocalInvocationIndex); |
| return; |
| } |