blob: 0aeef4e9acfec471f41ee2f98a45700bb50582c0 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout (binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint pad1;
uint pad2;
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;
uint pad2;
uint value0;
uint value1;
uint value2;
uint value3;
float value_f32_0;
float value_f32_1;
float value_f32_2;
float value_f32_3;
} dbg;
vec3 toVoxelPos(vec3 position) {
vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
vec3 bbSize = (bbMax - bbMin);
float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
float gridSize = float(uniforms.gridSize);
float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
return vec3(gx, gy, gz);
}
uint toIndex1D(uint gridSize, vec3 voxelPos) {
uvec3 icoord = uvec3(voxelPos);
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
}
vec3 loadPosition(uint vertexIndex) {
vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
return position;
}
void doIgnore() {
uint g42 = uniforms.numTriangles;
uint kj6 = dbg.value1;
uint atomic_result = 0u;
InterlockedOr(counters.values[0], 0, atomic_result);
uint b53 = atomic_result;
uint rwg = indices.values[0];
float rb5 = positions.values[0];
int atomic_result_1 = 0;
InterlockedOr(LUT.values[0], 0, atomic_result_1);
int g55 = atomic_result_1;
}
struct tint_symbol_1 {
uvec3 GlobalInvocationID;
};
void main_count_inner(uvec3 GlobalInvocationID) {
uint triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms.numTriangles)) {
return;
}
doIgnore();
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
uint i1 = indices.values[((3u * triangleIndex) + 1u)];
uint i2 = indices.values[((3u * triangleIndex) + 2u)];
vec3 p0 = loadPosition(i0);
vec3 p1 = loadPosition(i1);
vec3 p2 = loadPosition(i2);
vec3 center = (((p0 + p1) + p2) / 3.0f);
vec3 voxelPos = toVoxelPos(center);
uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
uint atomic_result_2 = 0u;
InterlockedAdd(counters.values[voxelIndex], 1u, atomic_result_2);
uint acefg = atomic_result_2;
if ((triangleIndex == 0u)) {
dbg.value0 = uniforms.gridSize;
dbg.value_f32_0 = center.x;
dbg.value_f32_1 = center.y;
dbg.value_f32_2 = center.z;
}
}
struct tint_symbol_3 {
uvec3 GlobalInvocationID;
};
struct tint_symbol_5 {
uvec3 GlobalInvocationID;
};
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main_count(tint_symbol_1 tint_symbol) {
main_count_inner(tint_symbol.GlobalInvocationID);
return;
}
void main() {
tint_symbol_1 inputs;
inputs.GlobalInvocationID = gl_GlobalInvocationID;
main_count(inputs);
}
Error parsing GLSL shader:
ERROR: 0:66: 'InterlockedOr' : no matching overloaded function found
ERROR: 0:66: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
layout (binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint pad1;
uint pad2;
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;
uint pad2;
uint value0;
uint value1;
uint value2;
uint value3;
float value_f32_0;
float value_f32_1;
float value_f32_2;
float value_f32_3;
} dbg;
void doIgnore() {
uint g42 = uniforms.numTriangles;
uint kj6 = dbg.value1;
uint atomic_result = 0u;
InterlockedOr(counters.values[0], 0, atomic_result);
uint b53 = atomic_result;
uint rwg = indices.values[0];
float rb5 = positions.values[0];
int atomic_result_1 = 0;
InterlockedOr(LUT.values[0], 0, atomic_result_1);
int g55 = atomic_result_1;
}
struct tint_symbol_1 {
uvec3 GlobalInvocationID;
};
struct tint_symbol_3 {
uvec3 GlobalInvocationID;
};
void main_create_lut_inner(uvec3 GlobalInvocationID) {
uint voxelIndex = GlobalInvocationID.x;
doIgnore();
uint maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize);
if ((voxelIndex >= maxVoxels)) {
return;
}
uint atomic_result_2 = 0u;
InterlockedOr(counters.values[voxelIndex], 0, atomic_result_2);
uint numTriangles = atomic_result_2;
int offset = -1;
if ((numTriangles > 0u)) {
uint atomic_result_3 = 0u;
InterlockedAdd(dbg.offsetCounter, numTriangles, atomic_result_3);
offset = int(atomic_result_3);
}
int atomic_result_4 = 0;
InterlockedExchange(LUT.values[voxelIndex], offset, atomic_result_4);
}
struct tint_symbol_5 {
uvec3 GlobalInvocationID;
};
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main_create_lut(tint_symbol_3 tint_symbol_2) {
main_create_lut_inner(tint_symbol_2.GlobalInvocationID);
return;
}
void main() {
tint_symbol_3 inputs;
inputs.GlobalInvocationID = gl_GlobalInvocationID;
main_create_lut(inputs);
}
Error parsing GLSL shader:
ERROR: 0:44: 'InterlockedOr' : no matching overloaded function found
ERROR: 0:44: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
layout (binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint pad1;
uint pad2;
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;
uint pad2;
uint value0;
uint value1;
uint value2;
uint value3;
float value_f32_0;
float value_f32_1;
float value_f32_2;
float value_f32_3;
} dbg;
vec3 toVoxelPos(vec3 position) {
vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
vec3 bbSize = (bbMax - bbMin);
float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
float gridSize = float(uniforms.gridSize);
float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
return vec3(gx, gy, gz);
}
uint toIndex1D(uint gridSize, vec3 voxelPos) {
uvec3 icoord = uvec3(voxelPos);
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
}
vec3 loadPosition(uint vertexIndex) {
vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
return position;
}
void doIgnore() {
uint g42 = uniforms.numTriangles;
uint kj6 = dbg.value1;
uint atomic_result = 0u;
InterlockedOr(counters.values[0], 0, atomic_result);
uint b53 = atomic_result;
uint rwg = indices.values[0];
float rb5 = positions.values[0];
int atomic_result_1 = 0;
InterlockedOr(LUT.values[0], 0, atomic_result_1);
int g55 = atomic_result_1;
}
struct tint_symbol_1 {
uvec3 GlobalInvocationID;
};
struct tint_symbol_3 {
uvec3 GlobalInvocationID;
};
struct tint_symbol_5 {
uvec3 GlobalInvocationID;
};
void main_sort_triangles_inner(uvec3 GlobalInvocationID) {
uint triangleIndex = GlobalInvocationID.x;
doIgnore();
if ((triangleIndex >= uniforms.numTriangles)) {
return;
}
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
uint i1 = indices.values[((3u * triangleIndex) + 1u)];
uint i2 = indices.values[((3u * triangleIndex) + 2u)];
vec3 p0 = loadPosition(i0);
vec3 p1 = loadPosition(i1);
vec3 p2 = loadPosition(i2);
vec3 center = (((p0 + p1) + p2) / 3.0f);
vec3 voxelPos = toVoxelPos(center);
uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
int atomic_result_2 = 0;
InterlockedAdd(LUT.values[voxelIndex], 1, atomic_result_2);
int triangleOffset = atomic_result_2;
}
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main_sort_triangles(tint_symbol_5 tint_symbol_4) {
main_sort_triangles_inner(tint_symbol_4.GlobalInvocationID);
return;
}
void main() {
tint_symbol_5 inputs;
inputs.GlobalInvocationID = gl_GlobalInvocationID;
main_sort_triangles(inputs);
}
Error parsing GLSL shader:
ERROR: 0:66: 'InterlockedOr' : no matching overloaded function found
ERROR: 0:66: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.