JinxRyu/Ryujinx.Graphics.Shader/CodeGen/Glsl/HelperFunctions/ShuffleDown.glsl

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float Helper_ShuffleDown(float x, uint index, uint mask)
{
uint clamp = mask & 0x1fu;
uint segMask = (mask >> 8) & 0x1fu;
uint minThreadId = gl_SubGroupInvocationARB & segMask;
uint maxThreadId = minThreadId | (clamp & ~segMask);
uint srcThreadId = gl_SubGroupInvocationARB + index;
return (srcThreadId <= maxThreadId) ? readInvocationARB(x, srcThreadId) : x;
}