#version 450 #extension GL_EXT_shader_16bit_storage : enable #extension GL_EXT_shader_8bit_storage : enable #extension GL_EXT_buffer_reference : enable layout(std140, binding = 0) buffer AcBlock { highp uint ac_numPassed; }; layout(std430, column_major, buffer_reference) buffer BlockB { float16_t a; highp ivec2 b; }; layout(std430, buffer_reference) buffer BlockC { mediump mat2x3 c; }; layout(std430, row_major, buffer_reference) buffer BlockD { lowp uvec3 d; }; layout (push_constant, std430) uniform PC { BlockB blockB; BlockC blockC; BlockD blockD; }; bool compare_float (highp float a, highp float b) { return abs(a - b) < 0.05; } bool compare_vec3 (highp vec3 a, highp vec3 b) { return compare_float(a.x, b.x)&&compare_float(a.y, b.y)&&compare_float(a.z, b.z); } bool compare_mat2x3 (highp mat2x3 a, highp mat2x3 b){ return compare_vec3(a[0], b[0])&&compare_vec3(a[1], b[1]); } bool compare_ivec2 (highp ivec2 a, highp ivec2 b) { return a == b; } bool compare_uvec3 (highp uvec3 a, highp uvec3 b) { return a == b; } bool compare_float16_t(highp float a, highp float b) { return abs(a - b) < 0.05; } void main (void) { bool allOk = true; allOk = allOk && compare_mat2x3(blockC.c, mat2x3(-5.0, 1.0, -7.0, 1.0, 2.0, 8.0)); if (allOk) ac_numPassed++; blockD.d = (uvec3(8u, 1u, 5u)); }