| #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; |
| } |