0c0fd98322
This allows two variables of the same struct type to be flattened into the same interface struct without a member name conflict. Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag unit test shader to demonstrate this.
142 lines
3.8 KiB
GLSL
142 lines
3.8 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct VertexOutput
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{
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float4 pos;
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float2 uv;
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};
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struct HSOut
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{
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float4 pos;
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float2 uv;
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};
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struct HSConstantOut
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{
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spvUnsafeArray<float, 3> EdgeTess;
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float InsideTess;
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};
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struct VertexOutput_1
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{
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float2 uv;
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};
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struct HSOut_1
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{
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float2 uv;
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};
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struct main0_out
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{
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HSOut_1 _entryPointOutput;
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float4 gl_Position;
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};
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struct main0_in
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{
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float2 p_uv [[attribute(0)]];
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float4 gl_Position [[attribute(1)]];
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};
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static inline __attribute__((always_inline))
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HSOut _hs_main(thread const spvUnsafeArray<VertexOutput, 3>& p, thread const uint& i)
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{
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HSOut _output;
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_output.pos = p[i].pos;
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_output.uv = p[i].uv;
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return _output;
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}
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static inline __attribute__((always_inline))
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HSConstantOut PatchHS(thread const spvUnsafeArray<VertexOutput, 3>& _patch)
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{
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HSConstantOut _output;
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_output.EdgeTess[0] = (float2(1.0) + _patch[0].uv).x;
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_output.EdgeTess[1] = (float2(1.0) + _patch[0].uv).x;
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_output.EdgeTess[2] = (float2(1.0) + _patch[0].uv).x;
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_output.InsideTess = (float2(1.0) + _patch[0].uv).x;
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return _output;
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}
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kernel void main0(main0_in in [[stage_in]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
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{
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3];
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if (gl_InvocationID < spvIndirectParams[0])
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gl_in[gl_InvocationID] = in;
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threadgroup_barrier(mem_flags::mem_threadgroup);
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if (gl_InvocationID >= 3)
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return;
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spvUnsafeArray<VertexOutput, 3> p;
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p[0].pos = gl_in[0].gl_Position;
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p[0].uv = gl_in[0].p_uv;
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p[1].pos = gl_in[1].gl_Position;
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p[1].uv = gl_in[1].p_uv;
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p[2].pos = gl_in[2].gl_Position;
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p[2].uv = gl_in[2].p_uv;
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uint i = gl_InvocationID;
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spvUnsafeArray<VertexOutput, 3> param;
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param = p;
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uint param_1 = i;
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HSOut flattenTemp = _hs_main(param, param_1);
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gl_out[gl_InvocationID].gl_Position = flattenTemp.pos;
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gl_out[gl_InvocationID]._entryPointOutput.uv = flattenTemp.uv;
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threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
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if (int(gl_InvocationID) == 0)
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{
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spvUnsafeArray<VertexOutput, 3> param_2;
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param_2 = p;
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HSConstantOut _patchConstantResult = PatchHS(param_2);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_patchConstantResult.EdgeTess[0]);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_patchConstantResult.EdgeTess[1]);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_patchConstantResult.EdgeTess[2]);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_patchConstantResult.InsideTess);
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}
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}
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