#version 450 /* Copyright (c) 2023, Google * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (location = 0) in vec4 inColor; //////////////////////////////////////// layout(set = 0, binding = 0) uniform SceneConstants { mat4 projection; mat4 view; float background_grayscale; uint sortFragments; uint fragmentMaxCount; uint sortedFragmentCount; } sceneConstants; layout(set = 0, binding = 2, r32ui) uniform uimage2D linkedListHeadTex; layout(set = 0, binding = 3) buffer FragmentBuffer { uvec3 data[]; } fragmentBuffer; layout(set = 0, binding = 4) buffer FragmentCounter { uint value; } fragmentCounter; //////////////////////////////////////// void main() { // Get the next fragment index const uint nextFragmentIndex = atomicAdd(fragmentCounter.value, 1U); // Ignore the fragment if the fragment buffer is full if(nextFragmentIndex >= sceneConstants.fragmentMaxCount) { discard; } // Update the linked list head const uint previousFragmentIndex = imageAtomicExchange(linkedListHeadTex, ivec2(gl_FragCoord.xy), nextFragmentIndex); // Add the fragment to the buffer fragmentBuffer.data[nextFragmentIndex] = uvec3(previousFragmentIndex, packUnorm4x8(inColor), floatBitsToUint(gl_FragCoord.z)); }