qt6windows7/tests/manual/rhi/float16texture_with_compute/load.comp
2023-10-29 23:33:08 +01:00

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#version 440
layout(local_size_x = 16, local_size_y = 16) in;
layout(rgba8, binding = 1) readonly uniform image2D inputImage;
layout(rgba16f, binding = 2) writeonly uniform image2D outputImage;
// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the
// values in in a uniform buffer.
layout(std140, binding = 0) uniform numWorkGroupsBuf {
uvec3 numWorkGroups;
};
void main()
{
if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y)
return;
vec4 value = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy));
imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), value);
}