SPIRV-Cross/reference/opt/shaders-msl/frag/shader-arithmetic-8bit.frag
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

93 lines
2.1 KiB
JavaScript

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct SSBO
{
char i8[16];
uchar u8[16];
};
struct Push
{
char i8;
uchar u8;
};
struct UBO
{
char i8;
uchar u8;
};
struct main0_out
{
int4 FragColorInt [[color(0)]];
uint4 FragColorUint [[color(1)]];
};
struct main0_in
{
int4 vColor [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], device SSBO& ssbo [[buffer(0)]], constant Push& registers [[buffer(1)]], constant UBO& ubo [[buffer(2)]])
{
main0_out out = {};
short _196 = short(10);
int _197 = 20;
char2 _201 = as_type<char2>(short(10));
char2 _198 = _201;
char4 _199 = as_type<char4>(20);
_196 = as_type<short>(_201);
_197 = as_type<int>(_199);
ssbo.i8[0] = _199.x;
ssbo.i8[1] = _199.y;
ssbo.i8[2] = _199.z;
ssbo.i8[3] = _199.w;
ushort _220 = ushort(10);
uint _221 = 20u;
uchar2 _225 = as_type<uchar2>(ushort(10));
uchar2 _222 = _225;
uchar4 _223 = as_type<uchar4>(20u);
_220 = as_type<ushort>(_225);
_221 = as_type<uint>(_223);
ssbo.u8[0] = _223.x;
ssbo.u8[1] = _223.y;
ssbo.u8[2] = _223.z;
ssbo.u8[3] = _223.w;
char4 _246 = char4(in.vColor);
char4 _244 = _246;
char4 _251 = _246 + char4(registers.i8);
_244 = _251;
char4 _254 = _251 + char4(-40);
_244 = _254;
char4 _256 = _254 + char4(-50);
_244 = _256;
char4 _258 = _256 + char4(char(10), char(20), char(30), char(40));
_244 = _258;
char4 _263 = _258 + char4(ssbo.i8[4]);
_244 = _263;
char4 _268 = _263 + char4(ubo.i8);
_244 = _268;
out.FragColorInt = int4(_268);
uchar4 _274 = uchar4(_246);
uchar4 _271 = _274;
uchar4 _279 = _274 + uchar4(registers.u8);
_271 = _279;
uchar4 _282 = _279 + uchar4(216);
_271 = _282;
uchar4 _284 = _282 + uchar4(206);
_271 = _284;
uchar4 _286 = _284 + uchar4(uchar(10), uchar(20), uchar(30), uchar(40));
_271 = _286;
uchar4 _291 = _286 + uchar4(ssbo.u8[4]);
_271 = _291;
uchar4 _296 = _291 + uchar4(ubo.u8);
_271 = _296;
out.FragColorUint = uint4(_296);
return out;
}