* vulkan: Programmatically add RoundingModeRTE to all shaders when the device supports it * use FetchContent to get SPIRV-Headers * Fetch spirv-headers unconditionally * remove fetchcontent, rely on installed headers * fix ubuntu job * Update docs/build.md
20 lines
587 B
GLSL
20 lines
587 B
GLSL
#include "types.glsl"
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#extension GL_EXT_shader_16bit_storage : require
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#include "rope_params.glsl"
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layout(local_size_x = 1, local_size_y = 256, local_size_z = 1) in;
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layout (binding = 0) readonly buffer X {A_TYPE rope_data_a[];};
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layout (binding = 1) readonly buffer Y {int rope_data_pos[];};
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layout (binding = 2) readonly buffer Z {float rope_data_ff[];};
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layout (binding = 3) writeonly buffer D {ROPE_D_TYPE rope_data_d[];};
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layout (binding = 4) readonly buffer I {uvec2 rope_data_i[];}; // indices for set_rows
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layout (push_constant) uniform parameter {
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rope_params pc;
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};
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