Web: Add SSBOs and a few other missing compute features.
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@@ -5,6 +5,7 @@ layout(local_size_x_id = 18, local_size_z_id = 19) in;
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layout(local_size_x = 2) in;
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layout(local_size_y = 5) in;
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layout(local_size_z = 7) in;
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const int total = gl_MaxComputeWorkGroupCount.x
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+ gl_MaxComputeWorkGroupCount.y
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+ gl_MaxComputeWorkGroupCount.z
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@@ -17,12 +18,24 @@ int arrX[gl_WorkGroupSize.x];
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int arrY[gl_WorkGroupSize.y];
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int arrZ[gl_WorkGroupSize.z];
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layout(binding = 0, set = 0) buffer bName {
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int size;
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uvec3 count;
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vec4 data[];
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} bInst;
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void main()
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{
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barrier();
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bInst.data[bInst.size / 2] *= vec4(7.0);
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memoryBarrier();
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memoryBarrierShared();
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groupMemoryBarrier();
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s[3] = vec4(1.0);
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s[3] *= arrX[0] * arrY[0] * arrZ[0];
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memoryBarrierShared();
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memoryBarrierBuffer();
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s[3] = vec4(0, arrX[0], arrY[0], arrZ[0]);
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bInst.count = gl_NumWorkGroups + gl_WorkGroupSize + gl_WorkGroupID + gl_LocalInvocationID +
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gl_GlobalInvocationID * gl_LocalInvocationIndex;
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}
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