SPIRV-Cross/reference/shaders-msl/frag/array-of-texture-swizzle-nonconstant-uniform.msl2.swizzle.frag
Bill Hollings ec054dad7f MSL: Support synthetic functions in function constants.
Emit synthetic functions before function constants.
Support use of spvQuantizeToF16() in function constants for numerical
behavior consistency with the op code.
Ensure subnormal results from OpQuantizeToF16 are flushed to zero per SPIR-V spec.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Any MSL reference shader that inclues a synthetic function is affected,
since the location it is emitted has changed.
2021-09-28 19:10:16 -04:00

109 lines
3.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T> struct spvRemoveReference { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
{
return static_cast<thread T&&>(x);
}
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
{
return static_cast<thread T&&>(x);
}
enum class spvSwizzle : uint
{
none = 0,
zero,
one,
red,
green,
blue,
alpha
};
template<typename T>
inline T spvGetSwizzle(vec<T, 4> 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<typename T>
inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)
{
if (!s)
return x;
return vec<T, 4>(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<typename T>
inline T spvTextureSwizzle(T x, uint s)
{
return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
}
struct UBO
{
uint index;
};
struct UBO2
{
uint index2;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vUV [[user(locn0)]];
};
static inline __attribute__((always_inline))
float4 sample_in_func(thread const array<texture2d<float>, 4> uSampler, thread const array<sampler, 4> 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(thread const texture2d<float> s, thread const 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 uint* spvSwizzleConstants [[buffer(30)]], constant UBO& uUBO [[buffer(0)]], constant UBO2& _50 [[buffer(1)]], array<texture2d<float>, 4> uSampler [[texture(0)]], array<sampler, 4> uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
constant uint* uSamplerSwzl = &spvSwizzleConstants[0];
out.FragColor = sample_in_func(uSampler, uSamplerSmplr, uSamplerSwzl, uUBO, in.vUV);
out.FragColor += sample_single_in_func(uSampler[_50.index2], uSamplerSmplr[_50.index2], uSamplerSwzl[_50.index2], in.vUV);
return out;
}