SPIRV-Cross/reference/shaders-msl/comp/struct-packing.comp
Chip Davis 28454facbb MSL: Handle packed matrices.
The old method of using a different unpacked matrix type doesn't work
for scalar alignment. It certainly wouldn't have any effect for a square
matrix, since the number of columns and rows are the same. So now we'll
store them as arrays of packed vectors.
2019-07-10 18:37:31 -05:00

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
typedef packed_float2 packed_rm_float2x3[3];
struct S0
{
float2 a[1];
float b;
};
struct S1
{
packed_float3 a;
float b;
};
struct S2
{
float3 a[1];
float b;
};
struct S3
{
float2 a;
float b;
};
struct S4
{
float2 c;
};
struct Content
{
S0 m0s[1];
S1 m1s[1];
S2 m2s[1];
S0 m0;
S1 m1;
S2 m2;
S3 m3;
float m4;
S4 m3s[8];
};
struct SSBO1
{
Content content;
Content content1[2];
Content content2;
float2x2 m0;
float2x2 m1;
float2x3 m2[4];
float3x2 m3;
float2x2 m4;
float2x2 m5[9];
packed_rm_float2x3 m6[4][2];
char _m10_pad[8];
float3x2 m7;
char _m11_pad[8];
float array[1];
};
struct S0_1
{
float4 a[1];
float b;
};
struct S1_1
{
packed_float3 a;
float b;
};
struct S2_1
{
float3 a[1];
float b;
};
struct S3_1
{
float2 a;
float b;
};
struct S4_1
{
float2 c;
};
struct Content_1
{
S0_1 m0s[1];
S1_1 m1s[1];
S2_1 m2s[1];
S0_1 m0;
S1_1 m1;
S2_1 m2;
S3_1 m3;
float m4;
char _m8_pad[12];
/* FIXME: A padded struct is needed here. If you see this message, file a bug! */ S4_1 m3s[8];
};
struct SSBO0
{
Content_1 content;
Content_1 content1[2];
Content_1 content2;
float4 array[1];
};
kernel void main0(device SSBO1& ssbo_430 [[buffer(0)]], device SSBO0& ssbo_140 [[buffer(1)]])
{
Content_1 _60 = ssbo_140.content;
ssbo_430.content.m0s[0].a[0] = _60.m0s[0].a[0].xy;
ssbo_430.content.m0s[0].b = _60.m0s[0].b;
ssbo_430.content.m1s[0].a = float3(_60.m1s[0].a);
ssbo_430.content.m1s[0].b = _60.m1s[0].b;
ssbo_430.content.m2s[0].a[0] = _60.m2s[0].a[0];
ssbo_430.content.m2s[0].b = _60.m2s[0].b;
ssbo_430.content.m0.a[0] = _60.m0.a[0].xy;
ssbo_430.content.m0.b = _60.m0.b;
ssbo_430.content.m1.a = float3(_60.m1.a);
ssbo_430.content.m1.b = _60.m1.b;
ssbo_430.content.m2.a[0] = _60.m2.a[0];
ssbo_430.content.m2.b = _60.m2.b;
ssbo_430.content.m3.a = _60.m3.a;
ssbo_430.content.m3.b = _60.m3.b;
ssbo_430.content.m4 = _60.m4;
ssbo_430.content.m3s[0].c = _60.m3s[0].c;
ssbo_430.content.m3s[1].c = _60.m3s[1].c;
ssbo_430.content.m3s[2].c = _60.m3s[2].c;
ssbo_430.content.m3s[3].c = _60.m3s[3].c;
ssbo_430.content.m3s[4].c = _60.m3s[4].c;
ssbo_430.content.m3s[5].c = _60.m3s[5].c;
ssbo_430.content.m3s[6].c = _60.m3s[6].c;
ssbo_430.content.m3s[7].c = _60.m3s[7].c;
ssbo_430.content.m1.a = ssbo_430.content.m3.a * float3x2(float2(ssbo_430.m6[1][1][0]), float2(ssbo_430.m6[1][1][1]), float2(ssbo_430.m6[1][1][2]));
}