/*
 * Copyright 2021 The Android Open Source Project
 *
 * 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.
 *
 */

// glslc TestGpuNnapi.comp -O --target-env=vulkan1.1 -mfmt=c -o TestGpuNnapi.comp.spv.inl

#version 450
#pragma shader_stage(compute)

layout (local_size_x_id = 0, local_size_y_id = 1) in;

// The 4-byte chunk to set for each output buffer entry.
layout (constant_id = 2) const uint CLEAR_DATA = 0;

layout (binding = 0, std430) buffer Output {
    uint data[];
} outputBuffer;

void main() {
    uint size_x = gl_WorkGroupSize.x * gl_NumWorkGroups.x;
    uint index = gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * size_x;
    outputBuffer.data[index] = CLEAR_DATA;
}
