d1479f871a
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.
97 lines
2.5 KiB
Plaintext
97 lines
2.5 KiB
Plaintext
#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 Sub
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{
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spvUnsafeArray<float, 2> f;
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spvUnsafeArray<float2, 2> f2;
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spvUnsafeArray<float3, 2> f3;
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spvUnsafeArray<float4, 2> f4;
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};
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struct Sub_1
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{
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float4 f[2];
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float4 f2[2];
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float3 f3[2];
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float4 f4[2];
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};
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struct SSBO
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{
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Sub_1 sub[2];
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};
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constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
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kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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Sub foo;
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foo.f[0] = _27.sub[gl_WorkGroupID.x].f[0].x;
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foo.f[1] = _27.sub[gl_WorkGroupID.x].f[1].x;
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foo.f2[0] = _27.sub[gl_WorkGroupID.x].f2[0].xy;
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foo.f2[1] = _27.sub[gl_WorkGroupID.x].f2[1].xy;
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foo.f3[0] = _27.sub[gl_WorkGroupID.x].f3[0];
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foo.f3[1] = _27.sub[gl_WorkGroupID.x].f3[1];
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foo.f4[0] = _27.sub[gl_WorkGroupID.x].f4[0];
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foo.f4[1] = _27.sub[gl_WorkGroupID.x].f4[1];
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foo.f[gl_GlobalInvocationID.x] += 1.0;
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foo.f2[gl_GlobalInvocationID.x] += float2(2.0);
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foo.f3[gl_GlobalInvocationID.x] += float3(3.0);
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foo.f4[gl_GlobalInvocationID.x] += float4(4.0);
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_27.sub[gl_WorkGroupID.x].f[0].x = foo.f[0];
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_27.sub[gl_WorkGroupID.x].f[1].x = foo.f[1];
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_27.sub[gl_WorkGroupID.x].f2[0].xy = foo.f2[0];
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_27.sub[gl_WorkGroupID.x].f2[1].xy = foo.f2[1];
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_27.sub[gl_WorkGroupID.x].f3[0] = foo.f3[0];
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_27.sub[gl_WorkGroupID.x].f3[1] = foo.f3[1];
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_27.sub[gl_WorkGroupID.x].f4[0] = foo.f4[0];
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_27.sub[gl_WorkGroupID.x].f4[1] = foo.f4[1];
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_27.sub[0].f[0].x += 5.0;
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_27.sub[0].f2[1].xy += float2(5.0);
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}
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