SPIRV-Cross/reference/opt/shaders-msl/flatten/swizzle.flatten.vert

105 lines
2.5 KiB
GLSL
Raw Normal View History

#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
2017-11-22 11:08:06 +00:00
#include <metal_stdlib>
#include <simd/simd.h>
template <typename T, size_t Num>
struct unsafe_array
{
T __Elements[Num ? Num : 1];
constexpr size_t size() const thread { return Num; }
constexpr size_t max_size() const thread { return Num; }
constexpr bool empty() const thread { return Num == 0; }
constexpr size_t size() const device { return Num; }
constexpr size_t max_size() const device { return Num; }
constexpr bool empty() const device { return Num == 0; }
constexpr size_t size() const constant { return Num; }
constexpr size_t max_size() const constant { return Num; }
constexpr bool empty() const constant { return Num == 0; }
constexpr size_t size() const threadgroup { return Num; }
constexpr size_t max_size() const threadgroup { return Num; }
constexpr bool empty() const threadgroup { return Num == 0; }
thread T &operator[](size_t pos) thread
{
return __Elements[pos];
}
constexpr const thread T &operator[](size_t pos) const thread
{
return __Elements[pos];
}
device T &operator[](size_t pos) device
{
return __Elements[pos];
}
constexpr const device T &operator[](size_t pos) const device
{
return __Elements[pos];
}
constexpr const constant T &operator[](size_t pos) const constant
{
return __Elements[pos];
}
threadgroup T &operator[](size_t pos) threadgroup
{
return __Elements[pos];
}
constexpr const threadgroup T &operator[](size_t pos) const threadgroup
{
return __Elements[pos];
}
};
2017-11-22 11:08:06 +00:00
using namespace metal;
struct UBO
{
float4 A;
float2 B0;
float2 B1;
float C0;
float3 C1;
packed_float3 D0;
float D1;
float E0;
float E1;
float E2;
float E3;
float F0;
float2 F1;
float F2;
};
struct main0_out
{
float4 oA [[user(locn0)]];
float4 oB [[user(locn1)]];
float4 oC [[user(locn2)]];
float4 oD [[user(locn3)]];
float4 oE [[user(locn4)]];
float4 oF [[user(locn5)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(constant UBO& _22 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = float4(0.0);
out.oA = _22.A;
out.oB = float4(_22.B0, _22.B1);
out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0);
out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u], _22.D1);
2017-11-22 11:08:06 +00:00
out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3);
out.oF = float4(_22.F0, _22.F1, _22.F2);
return out;
}