Handle interpolation qualifiers on the entire struct, too.

This commit is contained in:
Chip Davis 2018-09-06 12:29:42 -05:00
parent 1e51b235af
commit 674f97a40e
7 changed files with 225 additions and 4 deletions

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@ -0,0 +1,39 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Input
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 Input_v0 [[user(locn0), centroid_no_perspective]];
float2 Input_v1 [[user(locn1), centroid_no_perspective]];
float3 Input_v2 [[user(locn2), centroid_no_perspective]];
float4 Input_v3 [[user(locn3), centroid_no_perspective]];
float Input_v4 [[user(locn4), centroid_no_perspective]];
float Input_v5 [[user(locn5), centroid_no_perspective]];
float Input_v6 [[user(locn6), centroid_no_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.FragColor = float4(in.Input_v0.x + in.Input_v1.y, in.Input_v2.xy, ((in.Input_v3.w * in.Input_v4) + in.Input_v5) - in.Input_v6);
return out;
}

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@ -0,0 +1,47 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Output
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float2 Output_v0 [[user(locn0)]];
float2 Output_v1 [[user(locn1)]];
float3 Output_v2 [[user(locn2)]];
float4 Output_v3 [[user(locn3)]];
float Output_v4 [[user(locn4)]];
float Output_v5 [[user(locn5)]];
float Output_v6 [[user(locn6)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 Position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.Output_v0 = in.Position.xy;
out.Output_v1 = in.Position.zw;
out.Output_v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
out.Output_v3 = in.Position.xxyy;
out.Output_v4 = in.Position.w;
out.Output_v5 = in.Position.y;
out.Output_v6 = in.Position.x * in.Position.w;
out.gl_Position = in.Position;
return out;
}

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@ -0,0 +1,39 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Input
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 Input_v0 [[user(locn0), centroid_no_perspective]];
float2 Input_v1 [[user(locn1), centroid_no_perspective]];
float3 Input_v2 [[user(locn2), centroid_no_perspective]];
float4 Input_v3 [[user(locn3), centroid_no_perspective]];
float Input_v4 [[user(locn4), centroid_no_perspective]];
float Input_v5 [[user(locn5), centroid_no_perspective]];
float Input_v6 [[user(locn6), centroid_no_perspective]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.FragColor = float4(in.Input_v0.x + in.Input_v1.y, in.Input_v2.xy, ((in.Input_v3.w * in.Input_v4) + in.Input_v5) - in.Input_v6);
return out;
}

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@ -0,0 +1,47 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Output
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float2 Output_v0 [[user(locn0)]];
float2 Output_v1 [[user(locn1)]];
float3 Output_v2 [[user(locn2)]];
float4 Output_v3 [[user(locn3)]];
float Output_v4 [[user(locn4)]];
float Output_v5 [[user(locn5)]];
float Output_v6 [[user(locn6)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 Position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.Output_v0 = in.Position.xy;
out.Output_v1 = in.Position.zw;
out.Output_v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
out.Output_v3 = in.Position.xxyy;
out.Output_v4 = in.Position.w;
out.Output_v5 = in.Position.y;
out.Output_v6 = in.Position.x * in.Position.w;
out.gl_Position = in.Position;
return out;
}

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@ -0,0 +1,19 @@
#version 450
struct Input {
vec2 v0;
vec2 v1;
vec3 v2;
vec4 v3;
float v4;
float v5;
float v6;
};
layout(location=0) in centroid noperspective Input inp;
layout(location=0) out vec4 FragColor;
void main() {
FragColor = vec4(inp.v0.x + inp.v1.y, inp.v2.xy, inp.v3.w * inp.v4 + inp.v5 - inp.v6);
}

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@ -0,0 +1,26 @@
#version 450
layout(location=0) in vec4 Position;
struct Output {
vec2 v0;
vec2 v1;
vec3 v2;
vec4 v3;
float v4;
float v5;
float v6;
};
layout(location=0) out centroid noperspective Output outp;
void main() {
outp.v0 = Position.xy;
outp.v1 = Position.zw;
outp.v2 = vec3(Position.x, Position.z * Position.y, Position.x);
outp.v3 = Position.xxyy;
outp.v4 = Position.w;
outp.v5 = Position.y;
outp.v6 = Position.x * Position.w;
gl_Position = Position;
}

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@ -753,10 +753,14 @@ uint32_t CompilerMSL::add_interface_block(StorageClass storage)
{
BuiltIn builtin;
bool is_builtin = is_member_builtin(type, mbr_idx, &builtin);
bool is_flat = has_member_decoration(type.self, mbr_idx, DecorationFlat);
bool is_noperspective = has_member_decoration(type.self, mbr_idx, DecorationNoPerspective);
bool is_centroid = has_member_decoration(type.self, mbr_idx, DecorationCentroid);
bool is_sample = has_member_decoration(type.self, mbr_idx, DecorationSample);
bool is_flat = has_member_decoration(type.self, mbr_idx, DecorationFlat) ||
has_decoration(p_var->self, DecorationFlat);
bool is_noperspective = has_member_decoration(type.self, mbr_idx, DecorationNoPerspective) ||
has_decoration(p_var->self, DecorationNoPerspective);
bool is_centroid = has_member_decoration(type.self, mbr_idx, DecorationCentroid) ||
has_decoration(p_var->self, DecorationCentroid);
bool is_sample = has_member_decoration(type.self, mbr_idx, DecorationSample) ||
has_decoration(p_var->self, DecorationSample);
if (!is_builtin || has_active_builtin(builtin, storage))
{