0c0fd98322
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.
64 lines
1.3 KiB
GLSL
64 lines
1.3 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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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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struct Block
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{
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float4 a;
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float4 b;
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};
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struct Foo
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{
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float4 a;
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float4 b;
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};
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struct main0_out
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{
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 vColor [[attribute(0)]];
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float4 blocks_a [[attribute(2)]];
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float4 blocks_b [[attribute(3)]];
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};
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struct main0_patchIn
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{
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float4 vColors [[attribute(1)]];
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float4 vFoo_a [[attribute(4)]];
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float4 vFoo_b [[attribute(5)]];
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patch_control_point<main0_in> gl_in;
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};
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static inline __attribute__((always_inline))
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void set_from_function(thread float4& gl_Position, thread patch_control_point<main0_in>& gl_in, thread float4& vColors, thread Foo& vFoo)
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{
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gl_Position = gl_in[0].blocks_a;
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gl_Position += gl_in[0].blocks_b;
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gl_Position += gl_in[1].blocks_a;
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gl_Position += gl_in[1].blocks_b;
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gl_Position += gl_in[0].vColor;
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gl_Position += gl_in[1].vColor;
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gl_Position += vColors;
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gl_Position += vFoo.a;
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gl_Position += vFoo.b;
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}
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[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]])
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{
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main0_out out = {};
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Foo vFoo = {};
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vFoo.a = patchIn.vFoo_a;
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vFoo.b = patchIn.vFoo_b;
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set_from_function(out.gl_Position, patchIn.gl_in, patchIn.vColors, vFoo);
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return out;
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}
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