SPIRV-Cross/reference/opt/shaders-msl/vert/interface-block-block-composites.frag
Bill Hollings 0c0fd98322 MSL: Use var name instead of var-type name for flattened interface members.
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.
2022-03-04 11:38:53 -05:00

100 lines
2.3 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct Vert
{
float3x3 wMatrix;
float4 wTmp;
spvUnsafeArray<float, 4> arr;
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float3 vMatrix_0 [[user(locn0)]];
float3 vMatrix_1 [[user(locn1)]];
float3 vMatrix_2 [[user(locn2)]];
float3 m_17_wMatrix_0 [[user(locn4)]];
float3 m_17_wMatrix_1 [[user(locn5)]];
float3 m_17_wMatrix_2 [[user(locn6)]];
float4 m_17_wTmp [[user(locn7)]];
float m_17_arr_0 [[user(locn8)]];
float m_17_arr_1 [[user(locn9)]];
float m_17_arr_2 [[user(locn10)]];
float m_17_arr_3 [[user(locn11)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Vert _17 = {};
float3x3 vMatrix = {};
_17.wMatrix[0] = in.m_17_wMatrix_0;
_17.wMatrix[1] = in.m_17_wMatrix_1;
_17.wMatrix[2] = in.m_17_wMatrix_2;
_17.wTmp = in.m_17_wTmp;
_17.arr[0] = in.m_17_arr_0;
_17.arr[1] = in.m_17_arr_1;
_17.arr[2] = in.m_17_arr_2;
_17.arr[3] = in.m_17_arr_3;
vMatrix[0] = in.vMatrix_0;
vMatrix[1] = in.vMatrix_1;
vMatrix[2] = in.vMatrix_2;
out.FragColor = (_17.wMatrix[0].xxyy + _17.wTmp) + vMatrix[1].yyzz;
for (int _56 = 0; _56 < 4; )
{
out.FragColor += float4(_17.arr[_56]);
_56++;
continue;
}
return out;
}