SPIRV-Cross/reference/shaders-msl/frag/array-of-texture-swizzle-nonconstant-uniform.msl2.argument.discrete.swizzle.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T> struct spvRemoveReference { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
{
return static_cast<thread T&&>(x);
}
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
{
return static_cast<thread T&&>(x);
}
enum class spvSwizzle : uint
{
none = 0,
zero,
one,
red,
green,
blue,
alpha
};
template<typename T>
inline T spvGetSwizzle(vec<T, 4> x, T c, spvSwizzle s)
{
switch (s)
{
case spvSwizzle::none:
return c;
case spvSwizzle::zero:
return 0;
case spvSwizzle::one:
return 1;
case spvSwizzle::red:
return x.r;
case spvSwizzle::green:
return x.g;
case spvSwizzle::blue:
return x.b;
case spvSwizzle::alpha:
return x.a;
}
}
// Wrapper function that swizzles texture samples and fetches.
template<typename T>
inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)
{
if (!s)
return x;
return vec<T, 4>(spvGetSwizzle(x, x.r, spvSwizzle((s >> 0) & 0xFF)), spvGetSwizzle(x, x.g, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, x.b, spvSwizzle((s >> 16) & 0xFF)), spvGetSwizzle(x, x.a, spvSwizzle((s >> 24) & 0xFF)));
}
template<typename T>
inline T spvTextureSwizzle(T x, uint s)
{
return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
}
struct UBO
{
uint index;
};
struct UBO2
{
uint index2;
};
struct spvDescriptorSetBuffer0
{
array<texture2d<float>, 4> uSampler [[id(0)]];
array<sampler, 4> uSamplerSmplr [[id(4)]];
constant UBO* uUBO [[id(8)]];
constant UBO2* m_50 [[id(9)]];
constant uint* spvSwizzleConstants [[id(10)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vUV [[user(locn0)]];
};
static inline __attribute__((always_inline))
float4 sample_in_func(constant array<texture2d<float>, 4>& uSampler, constant array<sampler, 4>& uSamplerSmplr, constant uint* uSamplerSwzl, constant UBO& uUBO, thread float2& vUV)
{
return spvTextureSwizzle(uSampler[uUBO.index].sample(uSamplerSmplr[uUBO.index], vUV), uSamplerSwzl[uUBO.index]);
}
static inline __attribute__((always_inline))
float4 sample_single_in_func(texture2d<float> s, sampler sSmplr, constant uint& sSwzl, thread float2& vUV)
{
return spvTextureSwizzle(s.sample(sSmplr, vUV), sSwzl);
}
fragment main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], constant uint* spvSwizzleConstants [[buffer(30)]])
{
main0_out out = {};
constant uint* spvDescriptorSet0_uSamplerSwzl = &spvDescriptorSet0.spvSwizzleConstants[0];
out.FragColor = sample_in_func(spvDescriptorSet0.uSampler, spvDescriptorSet0.uSamplerSmplr, spvDescriptorSet0_uSamplerSwzl, (*spvDescriptorSet0.uUBO), in.vUV);
out.FragColor += sample_single_in_func(spvDescriptorSet0.uSampler[(*spvDescriptorSet0.m_50).index2], spvDescriptorSet0.uSamplerSmplr[(*spvDescriptorSet0.m_50).index2], spvDescriptorSet0_uSamplerSwzl[(*spvDescriptorSet0.m_50).index2], in.vUV);
return out;
}