SPIRV-Cross/reference/shaders-msl/vert/resource-arrays-leaf.ios.vert
Hans-Kristian Arntzen d92de00cc1 Rewrite how IDs are iterated over.
This is a fairly fundamental change on how IDs are handled.
It serves many purposes:

- Improve performance. We only need to iterate over IDs which are
  relevant at any one time.
- Makes sure we iterate through IDs in SPIR-V module declaration order
  rather than ID space. IDs don't have to be monotonically increasing,
  which was an assumption SPIRV-Cross used to have. It has apparently
  never been a problem until now.
- Support LUTs of structs. We do this by interleaving declaration of
  constants and struct types in SPIR-V module order.

To support this, the ParsedIR interface needed to change slightly.
Before setting any ID with variant_set<T> we let ParsedIR know
that an ID with a specific type has been added. The surface for change
should be minimal.

ParsedIR will maintain a per-type list of IDs which the cross-compiler
will need to consider for later.

Instead of looping over ir.ids[] (which can be extremely large), we loop
over types now, using:

ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) {
	handle_variable(var);
});

Now we make sure that we're never looking at irrelevant types.
2019-01-10 12:52:56 +01:00

50 lines
1.3 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct storage_block
{
uint4 baz;
int2 quux;
};
struct constant_block
{
float4 foo;
int bar;
};
#ifndef SPIRV_CROSS_CONSTANT_ID_0
#define SPIRV_CROSS_CONSTANT_ID_0 3
#endif
constant int arraySize = SPIRV_CROSS_CONSTANT_ID_0;
void doWork(device storage_block* (&storage)[2], constant constant_block* (&constants)[4], thread const array<texture2d<int>, 3> images)
{
storage[0]->baz = uint4(constants[3]->foo);
storage[1]->quux = images[2].read(uint2(int2(constants[1]->bar))).xy;
}
vertex void main0(device storage_block* storage_0 [[buffer(0)]], device storage_block* storage_1 [[buffer(1)]], constant constant_block* constants_0 [[buffer(2)]], constant constant_block* constants_1 [[buffer(3)]], constant constant_block* constants_2 [[buffer(4)]], constant constant_block* constants_3 [[buffer(5)]], array<texture2d<int>, 3> images [[texture(0)]])
{
device storage_block* storage[] =
{
storage_0,
storage_1,
};
constant constant_block* constants[] =
{
constants_0,
constants_1,
constants_2,
constants_3,
};
doWork(storage, constants, images);
}