SPIRV-Cross/reference/shaders-msl/asm/frag/single-function-private-lut.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 myType
{
float data;
};
struct main0_out
{
float4 o_color [[color(0)]];
};
// Implementation of the GLSL mod() function, which is slightly different than Metal fmod()
template<typename Tx, typename Ty>
static inline __attribute__((always_inline))
Tx mod(Tx x, Ty y)
{
return x - y * floor(x / y);
}
fragment main0_out main0(float4 gl_FragCoord [[position]])
{
unsafe_array<myType,5> _21 = unsafe_array<myType,5>({ myType{ 0.0 }, myType{ 1.0 }, myType{ 0.0 }, myType{ 1.0 }, myType{ 0.0 } });
main0_out out = {};
float2 uv = gl_FragCoord.xy;
int index = int(mod(uv.x, 4.0));
myType elt = _21[index];
if (elt.data > 0.0)
{
out.o_color = float4(0.0, 1.0, 0.0, 1.0);
}
else
{
out.o_color = float4(1.0, 0.0, 0.0, 1.0);
}
return out;
}