# Copyright 2019 The Amber Authors. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # https://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. [compute shader] #version 430 layout(set = 0, binding = 0) uniform block0 { float data_set0_binding0[3]; }; layout(set = 1, binding = 2) uniform block1 { float data_set1_binding2[3]; }; layout(set = 2, binding = 1) buffer block2 { float data_set2_binding1[3]; }; layout(set = 2, binding = 3) buffer block3 { float data_set2_binding3[3]; }; void main() { const uint index = gl_WorkGroupID.x; data_set2_binding1[index] = 10.0f * data_set0_binding0[index] + data_set1_binding2[index]; data_set2_binding3[index] += data_set1_binding2[index]; } [test] # SPIRV generated by glslang uses std140 layout as a default for UBO uniform ubo 0:0 float 0 1.0 uniform ubo 0:0 float 16 2.0 uniform ubo 0:0 float 32 3.0 # SPIRV generated by glslang uses std140 layout as a default for UBO uniform ubo 1:2 float 0 4.0 uniform ubo 1:2 float 16 5.0 uniform ubo 1:2 float 32 6.0 ssbo 2:1 subdata vec3 0 21.0 22.0 23.0 ssbo 2:3 subdata vec3 0 0.7 0.8 0.9 compute 3 1 1 probe ssbo vec3 2:1 0 ~= 14.0 25.0 36.0 probe ssbo vec3 2:3 0 ~= 4.7 5.8 6.9