#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; // Returns 2D texture coords corresponding to 1D texel buffer coords static inline __attribute__((always_inline)) uint2 spvTexelBufferCoord(uint tc) { return uint2(tc % 4096, tc / 4096); } 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; } // Wrapper function that swizzles texture gathers. template class Tex, typename... Ts> inline vec spvGatherSwizzle(const thread Tex& t, sampler s, uint sw, component c, Ts... params) METAL_CONST_ARG(c) { if (sw) { switch (spvSwizzle((sw >> (uint(c) * 8)) & 0xFF)) { case spvSwizzle::none: break; case spvSwizzle::zero: return vec(0, 0, 0, 0); case spvSwizzle::one: return vec(1, 1, 1, 1); case spvSwizzle::red: return t.gather(s, spvForward(params)..., component::x); case spvSwizzle::green: return t.gather(s, spvForward(params)..., component::y); case spvSwizzle::blue: return t.gather(s, spvForward(params)..., component::z); case spvSwizzle::alpha: return t.gather(s, spvForward(params)..., component::w); } } switch (c) { case component::x: return t.gather(s, spvForward(params)..., component::x); case component::y: return t.gather(s, spvForward(params)..., component::y); case component::z: return t.gather(s, spvForward(params)..., component::z); case component::w: return t.gather(s, spvForward(params)..., component::w); } } fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d tex1d [[texture(0)]], texture2d tex2d [[texture(1)]], texture3d tex3d [[texture(2)]], texturecube texCube [[texture(3)]], texture2d_array tex2dArray [[texture(4)]], texturecube_array texCubeArray [[texture(5)]], texture2d texBuffer [[texture(6)]], sampler tex1dSmplr [[sampler(0)]], sampler tex2dSmplr [[sampler(1)]], sampler tex3dSmplr [[sampler(2)]], sampler texCubeSmplr [[sampler(3)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]]) { constant uint& tex1dSwzl = spvSwizzleConstants[0]; constant uint& tex2dSwzl = spvSwizzleConstants[1]; constant uint& tex3dSwzl = spvSwizzleConstants[2]; constant uint& texCubeSwzl = spvSwizzleConstants[3]; constant uint& tex2dArraySwzl = spvSwizzleConstants[4]; constant uint& texCubeArraySwzl = spvSwizzleConstants[5]; float4 c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl)); c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl)); c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl)); c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl)); c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl)); c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl)); c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl)); c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl)); c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl)); c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl)); c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl)); c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl)); c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl)); c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl)); c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl)); c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl)); c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl)); c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), tex3dSwzl)); c = float4(spvTextureSwizzle(tex1d.read(uint(0)), tex1dSwzl)); c = float4(spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), tex2dSwzl)); c = float4(spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), tex3dSwzl)); c = float4(spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), tex2dArraySwzl)); c = float4(texBuffer.read(spvTexelBufferCoord(0))); c = float4(spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0))); c = float4(spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0))); c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0))); c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)))); }