SPIRV-Cross/reference/shaders-msl/frag/vecsize-mismatch.shader-inputs.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
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];
}
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
ushort2 a [[user(locn0)]];
uint3 b [[user(locn1)]];
ushort c_0 [[user(locn2)]];
ushort c_1 [[user(locn3)]];
uint4 e_0 [[user(locn4)]];
uint4 e_1 [[user(locn5)]];
float4 d [[user(locn6)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<ushort, 2> c = {};
spvUnsafeArray<uint4, 2> e = {};
c[0] = in.c_0;
c[1] = in.c_1;
e[0] = in.e_0;
e[1] = in.e_1;
out.FragColor = float4(float(int(in.a.x)), float(in.b.x), float2(float(uint(c[1])), float(e[0].w)) + in.d.xy);
return out;
}