shader: Add subgroup masks

This commit is contained in:
ReinUsesLisp 2021-04-04 05:17:17 -03:00 committed by ameerj
parent fc93bc2abd
commit da6cf2632c
10 changed files with 169 additions and 45 deletions

View file

@ -390,8 +390,16 @@ void EmitContext::DefineInputs(const Info& info) {
if (info.uses_local_invocation_id) {
local_invocation_id = DefineInput(*this, U32[3], spv::BuiltIn::LocalInvocationId);
}
if (info.uses_subgroup_mask) {
subgroup_mask_eq = DefineInput(*this, U32[4], spv::BuiltIn::SubgroupEqMaskKHR);
subgroup_mask_lt = DefineInput(*this, U32[4], spv::BuiltIn::SubgroupLtMaskKHR);
subgroup_mask_le = DefineInput(*this, U32[4], spv::BuiltIn::SubgroupLeMaskKHR);
subgroup_mask_gt = DefineInput(*this, U32[4], spv::BuiltIn::SubgroupGtMaskKHR);
subgroup_mask_ge = DefineInput(*this, U32[4], spv::BuiltIn::SubgroupGeMaskKHR);
}
if (info.uses_subgroup_invocation_id ||
(profile.warp_size_potentially_larger_than_guest && info.uses_subgroup_vote)) {
(profile.warp_size_potentially_larger_than_guest &&
(info.uses_subgroup_vote || info.uses_subgroup_mask))) {
subgroup_local_invocation_id =
DefineInput(*this, U32[1], spv::BuiltIn::SubgroupLocalInvocationId);
}