SPIRV-Cross/reference/opt/shaders-msl/comp/storage-buffer-std140-vector-array.comp
Hans-Kristian Arntzen d1479f871a MSL: Do not generate UnsafeArray<> for any array inside buffer objects.
This avoids a lot of huge code changes.
Arrays generally cannot be copied in and out of buffers, at least no
compiler frontend seems to do it.

Also avoids a lot of issues surrounding packed vectors and matrices.
2019-10-24 12:22:30 +02:00

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#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 Sub
{
float4 f[2];
float4 f2[2];
float3 f3[2];
float4 f4[2];
};
struct SSBO
{
Sub sub[2];
};
constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
spvUnsafeArray<float, 2> _155;
_155[0] = _27.sub[gl_WorkGroupID.x].f[0].x;
_155[1] = _27.sub[gl_WorkGroupID.x].f[1].x;
spvUnsafeArray<float2, 2> _156;
_156[0] = _27.sub[gl_WorkGroupID.x].f2[0].xy;
_156[1] = _27.sub[gl_WorkGroupID.x].f2[1].xy;
spvUnsafeArray<float3, 2> _157;
_157[0] = _27.sub[gl_WorkGroupID.x].f3[0];
_157[1] = _27.sub[gl_WorkGroupID.x].f3[1];
spvUnsafeArray<float4, 2> _158;
_158[0] = _27.sub[gl_WorkGroupID.x].f4[0];
_158[1] = _27.sub[gl_WorkGroupID.x].f4[1];
_155[gl_GlobalInvocationID.x] += 1.0;
_156[gl_GlobalInvocationID.x] += float2(2.0);
_157[gl_GlobalInvocationID.x] += float3(3.0);
_158[gl_GlobalInvocationID.x] += float4(4.0);
_27.sub[gl_WorkGroupID.x].f[0].x = _155[0];
_27.sub[gl_WorkGroupID.x].f[1].x = _155[1];
_27.sub[gl_WorkGroupID.x].f2[0].xy = _156[0];
_27.sub[gl_WorkGroupID.x].f2[1].xy = _156[1];
_27.sub[gl_WorkGroupID.x].f3[0] = _157[0];
_27.sub[gl_WorkGroupID.x].f3[1] = _157[1];
_27.sub[gl_WorkGroupID.x].f4[0] = _158[0];
_27.sub[gl_WorkGroupID.x].f4[1] = _158[1];
_27.sub[0].f[0].x += 5.0;
_27.sub[0].f2[1].xy += float2(5.0);
}