SPIRV-Cross/shaders/comp/shared.comp

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#version 310 es
layout(local_size_x = 4) in;
shared float sShared[gl_WorkGroupSize.x];
layout(std430, binding = 0) readonly buffer SSBO
{
float in_data[];
};
layout(std430, binding = 1) writeonly buffer SSBO2
{
float out_data[];
};
void main()
{
uint ident = gl_GlobalInvocationID.x;
float idata = in_data[ident];
sShared[gl_LocalInvocationIndex] = idata;
memoryBarrierShared();
barrier();
out_data[ident] = sShared[gl_WorkGroupSize.x - gl_LocalInvocationIndex - 1u];
}