SPIRV-Cross/reference/shaders-msl/vert/float-math.invariant-float-math.vert

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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];
}
};
template<typename T>
[[clang::optnone]] T spvFMul(T l, T r)
{
return fma(l, r, T(0));
}
template<typename T, int Cols, int Rows>
[[clang::optnone]] vec<T, Cols> spvFMulVectorMatrix(vec<T, Rows> v, matrix<T, Cols, Rows> m)
{
vec<T, Cols> res = vec<T, Cols>(0);
for (uint i = Rows; i > 0; --i)
{
vec<T, Cols> tmp(0);
for (uint j = 0; j < Cols; ++j)
{
tmp[j] = m[j][i - 1];
}
res = fma(tmp, vec<T, Cols>(v[i - 1]), res);
}
return res;
}
template<typename T, int Cols, int Rows>
[[clang::optnone]] vec<T, Rows> spvFMulMatrixVector(matrix<T, Cols, Rows> m, vec<T, Cols> v)
{
vec<T, Rows> res = vec<T, Rows>(0);
for (uint i = Cols; i > 0; --i)
{
res = fma(m[i - 1], vec<T, Rows>(v[i - 1]), res);
}
return res;
}
template<typename T, int LCols, int LRows, int RCols, int RRows>
[[clang::optnone]] matrix<T, RCols, LRows> spvFMulMatrixMatrix(matrix<T, LCols, LRows> l, matrix<T, RCols, RRows> r)
{
matrix<T, RCols, LRows> res;
for (uint i = 0; i < RCols; i++)
{
vec<T, RCols> tmp(0);
for (uint j = 0; j < LCols; j++)
{
tmp = fma(vec<T, RCols>(r[i][j]), l[j], tmp);
}
res[i] = tmp;
}
return res;
}
struct Matrices
{
float4x4 vpMatrix;
float4x4 wMatrix;
float4x3 wMatrix4x3;
float3x4 wMatrix3x4;
};
struct main0_out
{
float3 OutNormal [[user(locn0)]];
float4 OutWorldPos_0 [[user(locn1)]];
float4 OutWorldPos_1 [[user(locn2)]];
float4 OutWorldPos_2 [[user(locn3)]];
float4 OutWorldPos_3 [[user(locn4)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 InPos [[attribute(0)]];
float3 InNormal [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Matrices& _22 [[buffer(0)]])
{
main0_out out = {};
spvUnsafeArray<float4, 4> OutWorldPos = {};
out.gl_Position = spvFMulMatrixVector(spvFMulMatrixMatrix(_22.vpMatrix, _22.wMatrix), float4(in.InPos, 1.0));
OutWorldPos[0] = spvFMulMatrixVector(_22.wMatrix, float4(in.InPos, 1.0));
OutWorldPos[1] = spvFMulVectorMatrix(float4(in.InPos, 1.0), _22.wMatrix);
OutWorldPos[2] = spvFMulMatrixVector(_22.wMatrix3x4, in.InPos);
OutWorldPos[3] = spvFMulVectorMatrix(in.InPos, _22.wMatrix4x3);
out.OutNormal = spvFMulMatrixVector(_22.wMatrix, float4(in.InNormal, 0.0)).xyz;
out.OutWorldPos_0 = OutWorldPos[0];
out.OutWorldPos_1 = OutWorldPos[1];
out.OutWorldPos_2 = OutWorldPos[2];
out.OutWorldPos_3 = OutWorldPos[3];
return out;
}