1#version 450 2#extension GL_KHR_shader_subgroup_basic : require 3#extension GL_KHR_shader_subgroup_shuffle : require 4#extension GL_KHR_shader_subgroup_shuffle_relative : require 5#extension GL_KHR_shader_subgroup_quad : require 6layout(local_size_x = 1) in; 7 8layout(std430, binding = 0) buffer SSBO 9{ 10 float FragColor; 11}; 12 13// Reduced test for functionality exposed on iOS. 14 15void main() 16{ 17 // basic 18 FragColor = float(gl_NumSubgroups); 19 FragColor = float(gl_SubgroupID); 20 FragColor = float(gl_SubgroupSize); 21 FragColor = float(gl_SubgroupInvocationID); 22 subgroupBarrier(); 23 subgroupMemoryBarrier(); 24 subgroupMemoryBarrierBuffer(); 25 subgroupMemoryBarrierShared(); 26 subgroupMemoryBarrierImage(); 27 28 // shuffle 29 uint shuffled = subgroupShuffle(10u, 8u); 30 bool shuffled_bool = subgroupShuffle(true, 9u); 31 uint shuffled_xor = subgroupShuffleXor(30u, 8u); 32 bool shuffled_xor_bool = subgroupShuffleXor(false, 9u); 33 34 // shuffle relative 35 uint shuffled_up = subgroupShuffleUp(20u, 4u); 36 bool shuffled_up_bool = subgroupShuffleUp(true, 4u); 37 uint shuffled_down = subgroupShuffleDown(20u, 4u); 38 bool shuffled_down_bool = subgroupShuffleDown(false, 4u); 39 40 // quad 41 vec4 swap_horiz = subgroupQuadSwapHorizontal(vec4(20.0)); 42 bvec4 swap_horiz_bool = subgroupQuadSwapHorizontal(bvec4(true)); 43 vec4 swap_vertical = subgroupQuadSwapVertical(vec4(20.0)); 44 bvec4 swap_vertical_bool = subgroupQuadSwapVertical(bvec4(true)); 45 vec4 swap_diagonal = subgroupQuadSwapDiagonal(vec4(20.0)); 46 bvec4 swap_diagonal_bool = subgroupQuadSwapDiagonal(bvec4(true)); 47 vec4 quad_broadcast = subgroupQuadBroadcast(vec4(20.0), 3u); 48 bvec4 quad_broadcast_bool = subgroupQuadBroadcast(bvec4(true), 3u); 49} 50