SPIRV-Cross/reference/shaders-msl/vert/array-component-io.vert
Hans-Kristian Arntzen 99ae0d32e9 MSL: Handle array with component when we cannot rely on user() attrib.
In these cases, we emit one variable per location, and so we must
flatten stuff.
2021-05-21 13:46:33 +02:00

101 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 main0_out
{
float C_0 [[user(locn0_1)]];
float D [[user(locn0_3)]];
float A_0 [[user(locn1)]];
float C_1 [[user(locn1_1)]];
float2 B_0 [[user(locn1_2)]];
float A_1 [[user(locn2)]];
float C_2 [[user(locn2_1)]];
float2 B_1 [[user(locn2_2)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 m_location_0 [[attribute(0)]];
float4 m_location_1 [[attribute(1)]];
float4 m_location_2 [[attribute(2)]];
float4 Pos [[attribute(4)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<float, 2> A = {};
spvUnsafeArray<float2, 2> B = {};
spvUnsafeArray<float, 3> C = {};
spvUnsafeArray<float, 2> InA = {};
spvUnsafeArray<float2, 2> InB = {};
spvUnsafeArray<float, 3> InC = {};
float InD = {};
InA[0] = in.m_location_1.x;
InA[1] = in.m_location_2.x;
InB[0] = in.m_location_1.zw;
InB[1] = in.m_location_2.zw;
InC[0] = in.m_location_0.y;
InC[1] = in.m_location_1.y;
InC[2] = in.m_location_2.y;
InD = in.m_location_0.w;
out.gl_Position = in.Pos;
A = InA;
B = InB;
C = InC;
out.D = InD;
out.A_0 = A[0];
out.A_1 = A[1];
out.B_0 = B[0];
out.B_1 = B[1];
out.C_0 = C[0];
out.C_1 = C[1];
out.C_2 = C[2];
return out;
}