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https://github.com/KhronosGroup/SPIRV-Cross.git
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Fix depth compare textures when used in functions without argument.
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parent
edac731360
commit
8175e2e200
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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struct main0_out
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{
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float FragColor [[color(0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uSampler [[texture(0)]], depth2d<float> uTex [[texture(1)]], sampler uSamplerSmplr [[sampler(0)]], sampler uSamp [[sampler(2)]])
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{
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main0_out out = {};
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out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
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out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
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out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
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out.FragColor += uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
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out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
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out.FragColor += uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
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return out;
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}
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53
reference/shaders-msl/frag/shadow-compare-global-alias.frag
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53
reference/shaders-msl/frag/shadow-compare-global-alias.frag
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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struct main0_out
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{
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float FragColor [[color(0)]];
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};
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float Samp(thread const float3& uv, thread depth2d<float> uTex, thread sampler uSamp)
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{
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return uTex.sample_compare(uSamp, uv.xy, uv.z);
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}
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float Samp2(thread const float3& uv, thread depth2d<float> uSampler, thread const sampler uSamplerSmplr, thread float3& vUV)
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{
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return uSampler.sample_compare(uSamplerSmplr, vUV.xy, vUV.z);
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}
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float Samp3(thread const depth2d<float> uT, thread const sampler uS, thread const float3& uv, thread float3& vUV)
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{
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return uT.sample_compare(uS, vUV.xy, vUV.z);
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}
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float Samp4(thread const depth2d<float> uS, thread const sampler uSSmplr, thread const float3& uv, thread float3& vUV)
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{
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return uS.sample_compare(uSSmplr, vUV.xy, vUV.z);
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}
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uSampler [[texture(0)]], depth2d<float> uTex [[texture(1)]], sampler uSamplerSmplr [[sampler(0)]], sampler uSamp [[sampler(2)]])
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{
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main0_out out = {};
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out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
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out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
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float3 param = in.vUV;
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out.FragColor += Samp(param, uTex, uSamp);
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float3 param_1 = in.vUV;
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out.FragColor += Samp2(param_1, uSampler, uSamplerSmplr, in.vUV);
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float3 param_2 = in.vUV;
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out.FragColor += Samp3(uTex, uSamp, param_2, in.vUV);
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float3 param_3 = in.vUV;
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out.FragColor += Samp4(uSampler, uSamplerSmplr, param_3, in.vUV);
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return out;
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}
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38
shaders-msl/frag/shadow-compare-global-alias.frag
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38
shaders-msl/frag/shadow-compare-global-alias.frag
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#version 450
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layout(location = 0) out float FragColor;
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layout(binding = 0) uniform sampler2DShadow uSampler;
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layout(location = 0) in vec3 vUV;
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layout(binding = 1) uniform texture2D uTex;
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layout(binding = 2) uniform samplerShadow uSamp;
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float Samp(vec3 uv)
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{
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return texture(sampler2DShadow(uTex, uSamp), uv);
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}
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float Samp2(vec3 uv)
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{
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return texture(uSampler, vUV);
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}
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float Samp3(texture2D uT, samplerShadow uS, vec3 uv)
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{
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return texture(sampler2DShadow(uT, uS), vUV);
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}
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float Samp4(sampler2DShadow uS, vec3 uv)
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{
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return texture(uS, vUV);
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}
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void main()
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{
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FragColor = texture(uSampler, vUV);
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FragColor += texture(sampler2DShadow(uTex, uSamp), vUV);
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FragColor += Samp(vUV);
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FragColor += Samp2(vUV);
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FragColor += Samp3(uTex, uSamp, vUV);
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FragColor += Samp4(uSampler, vUV);
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}
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@ -3493,6 +3493,14 @@ std::string CompilerMSL::sampler_type(const SPIRType &type)
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// Returns an MSL string describing the SPIR-V image type
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string CompilerMSL::image_type_glsl(const SPIRType &type, uint32_t id)
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{
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auto *var = maybe_get<SPIRVariable>(id);
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if (var && var->basevariable)
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{
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// For comparison images, check against the base variable,
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// and not the fake ID which might have been generated for this variable.
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id = var->basevariable;
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}
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if (!type.array.empty())
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{
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if (!msl_options.supports_msl_version(2))
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