Add GL_EXT_shader_image_int64 support (#2409)
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@@ -1,6 +1,8 @@
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#version 450 core
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#extension GL_AMD_shader_image_load_store_lod: enable
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#extension GL_ARB_gpu_shader_int64: enable
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#extension GL_EXT_shader_image_int64: enable
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layout(rgba32f, binding = 0) uniform image1D i1D;
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layout(rgba32f, binding = 1) uniform image2D i2D;
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@@ -12,6 +14,20 @@ layout(rgba32ui, binding = 6) uniform uimageCubeArray uiCubeArray;
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layout(location = 0) out vec4 fragColor;
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layout(r64i, binding = 7) uniform i64image1D i64i1D;
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layout(r64i, binding = 8) uniform i64image2D i64i2D;
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layout(r64i, binding = 9) uniform i64image3D i64i3D;
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layout(r64ui, binding = 10) uniform u64imageCube u64iCube;
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layout(r64ui, binding = 11) uniform u64image1DArray u64i1DArray;
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layout(r64ui, binding = 12) uniform u64image2DArray u64i2DArray;
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layout(r64ui, binding = 13) uniform u64imageCubeArray u64iCubeArray;
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layout(binding = 14) buffer Buf
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{
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i64vec4 i64v4;
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u64vec4 u64v4;
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};
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void main()
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{
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const int c1 = 1;
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@@ -33,4 +49,14 @@ void main()
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sparseImageLoadLodAMD(uiCubeArray, c3, lod, u4);
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fragColor = f4 + vec4(u4);
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i64v4 += imageLoadLodAMD(i64i1D, c1, lod);
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i64v4 += imageLoadLodAMD(i64i2D, c2, lod);
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i64v4 += imageLoadLodAMD(i64i3D, c3, lod);
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imageStoreLodAMD(u64iCube, c3, lod, u64v4);
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imageStoreLodAMD(u64i1DArray, c2, lod, u64v4);
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sparseImageLoadLodAMD(u64i2DArray, c3, lod, u64v4);
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sparseImageLoadLodAMD(u64iCubeArray, c3, lod, u64v4);
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}
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