SPIRV-Cross/reference/shaders-msl/asm/frag/extract-packed-from-composite.asm.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#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];
}
};
using namespace metal;
struct Foo
{
float3 a;
float b;
};
struct Foo_1
{
packed_float3 a;
float b;
};
struct buf
{
unsafe_array<Foo_1,16> results;
float4 bar;
};
struct main0_out
{
float4 _entryPointOutput [[color(0)]];
};
static inline __attribute__((always_inline))
float4 _main(thread const float4& pos, constant buf& v_11)
{
int _46 = int(pos.x) % 16;
Foo foo;
foo.a = float3(v_11.results[_46].a);
foo.b = v_11.results[_46].b;
return float4(dot(foo.a, v_11.bar.xyz), foo.b, 0.0, 0.0);
}
fragment main0_out main0(constant buf& v_11 [[buffer(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float4 pos = gl_FragCoord;
float4 param = pos;
out._entryPointOutput = _main(param, v_11);
return out;
}