blob: ea887dec14fdf4e4f161fca48e1e3540be32ed88 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
int tint_ftoi(float v) {
return mix(2147483647, mix(int(v), (-2147483647 - 1), (v < -2147483648.0f)), (v <= 2147483520.0f));
}
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;
layout(binding = 1, std430) buffer s_block_ssbo {
int inner;
} s;
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;
s.inner = (((((((((((((((((((((((((((((((((((tint_ftoi(scalar_f32) + scalar_i32) + int(scalar_u32)) + int(scalar_f16)) + tint_ftoi(vec2_f32.x)) + vec2_i32.x) + int(vec2_u32.x)) + int(vec2_f16.x)) + tint_ftoi(vec3_f32.y)) + vec3_i32.y) + int(vec3_u32.y)) + int(vec3_f16.y)) + tint_ftoi(vec4_f32.z)) + vec4_i32.z) + int(vec4_u32.z)) + int(vec4_f16.z)) + tint_ftoi(mat2x2_f32[0].x)) + tint_ftoi(mat2x3_f32[0].x)) + tint_ftoi(mat2x4_f32[0].x)) + tint_ftoi(mat3x2_f32[0].x)) + tint_ftoi(mat3x3_f32[0].x)) + tint_ftoi(mat3x4_f32[0].x)) + tint_ftoi(mat4x2_f32[0].x)) + tint_ftoi(mat4x3_f32[0].x)) + tint_ftoi(mat4x4_f32[0].x)) + int(mat2x2_f16[0].x)) + int(mat2x3_f16[0].x)) + int(mat2x4_f16[0].x)) + int(mat3x2_f16[0].x)) + int(mat3x3_f16[0].x)) + int(mat3x4_f16[0].x)) + int(mat4x2_f16[0].x)) + int(mat4x3_f16[0].x)) + int(mat4x4_f16[0].x)) + int(arr2_mat4x2_f16[0][0].x)) + tint_ftoi(arr2_vec3_f32[0].x));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol(gl_LocalInvocationIndex);
return;
}