#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; template struct spvRemoveReference { typedef T type; }; template struct spvRemoveReference { typedef T type; }; template struct spvRemoveReference { typedef T type; }; template inline constexpr thread T&& spvForward(thread typename spvRemoveReference::type& x) { return static_cast(x); } template inline constexpr thread T&& spvForward(thread typename spvRemoveReference::type&& x) { return static_cast(x); } enum class spvSwizzle : uint { none = 0, zero, one, red, green, blue, alpha }; template inline T spvGetSwizzle(vec 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 inline vec spvTextureSwizzle(vec x, uint s) { if (!s) return x; return vec(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 inline T spvTextureSwizzle(T x, uint s) { return spvTextureSwizzle(vec(x, 0, 0, 1), s).x; } struct UBO { uint index; }; struct UBO2 { uint index2; }; struct spvDescriptorSetBuffer0 { array, 4> uSampler [[id(0)]]; array 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, 4>& uSampler, constant array& 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 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; }