float16_t does not take GLSL precisions and SPIR-V does not support RelaxedPrecision on float16_t. Fixes #2894
		
			
				
	
	
		
			17 lines
		
	
	
		
			395 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			17 lines
		
	
	
		
			395 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#extension GL_KHR_shader_subgroup_vote: enable
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#extension GL_EXT_shader_subgroup_extended_types_float16 : enable
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layout(set = 0, binding = 0, std430) buffer Buffer1
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{
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  uint result[];
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};
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void main (void)
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{
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  uint tempRes;
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  float16_t valueNoEqual = float16_t(gl_SubgroupInvocationID);
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  tempRes = subgroupAllEqual(valueNoEqual) ? 0x0 : 0x10;
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  result[gl_VertexIndex] = tempRes;
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}
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