Front-end: Complete GL_ARB_compute_shader implementation.
Core compute shaders were working, but the extension wasn't implemented.
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@@ -4,4 +4,19 @@ layout(local_size_x = 2) in; // ERROR, no compute
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#extension GL_ARB_compute_shader : enable
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layout(local_size_x = 2) in;
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layout(local_size_x = 2, local_size_y = 4, local_size_z = 6) in;
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shared vec3 sfoo;
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void main()
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{
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sfoo = vec3(gl_WorkGroupSize.x, gl_WorkGroupSize.y, gl_WorkGroupSize.z);
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sfoo += gl_WorkGroupSize + gl_NumWorkGroups + gl_WorkGroupID + gl_LocalInvocationID + gl_GlobalInvocationID;
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sfoo *= gl_LocalInvocationIndex;
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sfoo += gl_MaxComputeWorkGroupCount + gl_MaxComputeWorkGroupSize;
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sfoo *= gl_MaxComputeUniformComponents +
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gl_MaxComputeTextureImageUnits +
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gl_MaxComputeImageUniforms +
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gl_MaxComputeAtomicCounters +
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gl_MaxComputeAtomicCounterBuffers;
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}
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