vkd3d-proton/libs/vkd3d/shaders/cs_resolve_binary_queries.comp

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#version 450
layout(local_size_x = 64) in;
layout(binding = 0, std430)
buffer s_query_buffer_t {
uvec2 data[];
} s_query_buffer;
layout(push_constant)
uniform u_info_t {
uint query_offset;
uint query_count;
} u_info;
void main() {
uint thread_id = gl_GlobalInvocationID.x;
if (thread_id < u_info.query_count) {
uint query_id = u_info.query_offset + thread_id;
uvec2 query_data = s_query_buffer.data[query_id];
if (any(greaterThan(query_data, uvec2(1, 0))))
s_query_buffer.data[query_id] = uvec2(1, 0);
}
}