#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct spvAux { uint swizzleConst[1]; }; struct main0_out { float4 fragColor [[color(0)]]; }; // Returns 2D texture coords corresponding to 1D texel buffer coords uint2 spvTexelBufferCoord(uint tc) { return uint2(tc % 4096, tc / 4096); } enum class spvSwizzle : uint { none = 0, zero, one, red, green, blue, alpha }; 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); } 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 inline vec spvGatherSwizzle(sampler s, const thread Tex& t, Ts... params, component c, uint sw) 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); } } // Wrapper function that swizzles depth texture gathers. template inline vec spvGatherCompareSwizzle(sampler s, const thread Tex& t, Ts... params, uint sw) { if (sw) { switch (spvSwizzle(sw & 0xFF)) { case spvSwizzle::none: case spvSwizzle::red: break; case spvSwizzle::zero: case spvSwizzle::green: case spvSwizzle::blue: case spvSwizzle::alpha: return vec(0, 0, 0, 0); case spvSwizzle::one: return vec(1, 1, 1, 1); } } return t.gather_compare(s, spvForward(params)...); } float4 do_samples(thread const texture1d t1, thread const sampler t1Smplr, constant uint32_t& t1Swzl, thread const texture2d t2, constant uint32_t& t2Swzl, thread const texture3d t3, thread const sampler t3Smplr, constant uint32_t& t3Swzl, thread const texturecube tc, constant uint32_t& tcSwzl, thread const texture2d_array t2a, thread const sampler t2aSmplr, constant uint32_t& t2aSwzl, thread const texturecube_array tca, thread const sampler tcaSmplr, constant uint32_t& tcaSwzl, thread const texture2d tb, thread const depth2d d2, thread const sampler d2Smplr, constant uint32_t& d2Swzl, thread const depthcube dc, thread const sampler dcSmplr, constant uint32_t& dcSwzl, thread const depth2d_array d2a, constant uint32_t& d2aSwzl, thread const depthcube_array dca, thread const sampler dcaSmplr, constant uint32_t& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) { float4 c = spvTextureSwizzle(t1.sample(t1Smplr, 0.0), t1Swzl); c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0)), t2Swzl); c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0)), t3Swzl); c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0)), tcSwzl); c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z))), t2aSwzl); c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), tcaSwzl); c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z), d2Swzl); c.x = spvTextureSwizzle(dc.sample_compare(dcSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, float4(0.0, 0.0, 0.0, 1.0).w), dcSwzl); c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), float4(0.0, 0.0, 0.0, 1.0).w), d2aSwzl); c.x = spvTextureSwizzle(dca.sample_compare(dcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), dcaSwzl); c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl); c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), t2Swzl); c = spvTextureSwizzle(t3.sample(t3Smplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), t3Swzl); float4 _119 = float4(0.0, 0.0, 1.0, 1.0); _119.z = float4(0.0, 0.0, 1.0, 1.0).w; c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, _119.xy / _119.z, float4(0.0, 0.0, 1.0, 1.0).z / _119.z), d2Swzl); c = spvTextureSwizzle(t1.sample(t1Smplr, 0.0), t1Swzl); c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0), level(0.0)), t2Swzl); c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0), level(0.0)), t3Swzl); c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0), level(0.0)), tcSwzl); c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), t2aSwzl); c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), tcaSwzl); c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z, level(0.0)), d2Swzl); c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl); c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), t2Swzl); c = spvTextureSwizzle(t3.sample(t3Smplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), t3Swzl); float4 _153 = float4(0.0, 0.0, 1.0, 1.0); _153.z = float4(0.0, 0.0, 1.0, 1.0).w; c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, _153.xy / _153.z, float4(0.0, 0.0, 1.0, 1.0).z / _153.z, level(0.0)), d2Swzl); c = spvTextureSwizzle(t1.read(uint(0)), t1Swzl); c = spvTextureSwizzle(t2.read(uint2(int2(0)), 0), t2Swzl); c = spvTextureSwizzle(t3.read(uint3(int3(0)), 0), t3Swzl); c = spvTextureSwizzle(t2a.read(uint2(int3(0).xy), uint(int3(0).z), 0), t2aSwzl); c = tb.read(spvTexelBufferCoord(0)); c = spvGatherSwizzle, float2, int2>(defaultSampler, t2, float2(0.0), int2(0), component::x, t2Swzl); c = spvGatherSwizzle, float3>(defaultSampler, tc, float3(0.0), component::y, tcSwzl); c = spvGatherSwizzle, float2, uint, int2>(t2aSmplr, t2a, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0), component::z, t2aSwzl); c = spvGatherSwizzle, float3, uint>(tcaSmplr, tca, float4(0.0).xyz, uint(round(float4(0.0).w)), component::w, tcaSwzl); c = spvGatherCompareSwizzle, float2, float>(d2Smplr, d2, float2(0.0), 1.0, d2Swzl); c = spvGatherCompareSwizzle, float3, float>(dcSmplr, dc, float3(0.0), 1.0, dcSwzl); c = spvGatherCompareSwizzle, float2, uint, float>(shadowSampler, d2a, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0, d2aSwzl); c = spvGatherCompareSwizzle, float3, uint, float>(dcaSmplr, dca, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0, dcaSwzl); return c; } fragment main0_out main0(constant spvAux& spvAuxBuffer [[buffer(0)]], 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)]], depth2d depth2d [[texture(7)]], depthcube depthCube [[texture(8)]], depth2d_array depth2dArray [[texture(9)]], depthcube_array depthCubeArray [[texture(10)]], sampler tex1dSmplr [[sampler(0)]], sampler tex3dSmplr [[sampler(2)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]], sampler depth2dSmplr [[sampler(7)]], sampler depthCubeSmplr [[sampler(8)]], sampler depthCubeArraySmplr [[sampler(10)]], sampler defaultSampler [[sampler(11)]], sampler shadowSampler [[sampler(12)]]) { main0_out out = {}; constant uint32_t& tex1dSwzl = spvAuxBuffer.swizzleConst[0]; constant uint32_t& tex2dSwzl = spvAuxBuffer.swizzleConst[1]; constant uint32_t& tex3dSwzl = spvAuxBuffer.swizzleConst[2]; constant uint32_t& texCubeSwzl = spvAuxBuffer.swizzleConst[3]; constant uint32_t& tex2dArraySwzl = spvAuxBuffer.swizzleConst[4]; constant uint32_t& texCubeArraySwzl = spvAuxBuffer.swizzleConst[5]; constant uint32_t& depth2dSwzl = spvAuxBuffer.swizzleConst[7]; constant uint32_t& depthCubeSwzl = spvAuxBuffer.swizzleConst[8]; constant uint32_t& depth2dArraySwzl = spvAuxBuffer.swizzleConst[9]; constant uint32_t& depthCubeArraySwzl = spvAuxBuffer.swizzleConst[10]; out.fragColor = do_samples(tex1d, tex1dSmplr, tex1dSwzl, tex2d, tex2dSwzl, tex3d, tex3dSmplr, tex3dSwzl, texCube, texCubeSwzl, tex2dArray, tex2dArraySmplr, tex2dArraySwzl, texCubeArray, texCubeArraySmplr, texCubeArraySwzl, texBuffer, depth2d, depth2dSmplr, depth2dSwzl, depthCube, depthCubeSmplr, depthCubeSwzl, depth2dArray, depth2dArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler); return out; }