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.
45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct t35
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{
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float2 m0;
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float4 m1;
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};
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struct t36
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{
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float2 m0;
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t35 m1;
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};
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struct main0_out
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{
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float v80 [[user(locn0)]];
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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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float2 v40_m0 [[attribute(0)]];
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float2 v40_m1_m0 [[attribute(1)]];
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float4 v40_m1_m1 [[attribute(2)]];
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};
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struct main0_patchIn
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{
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patch_control_point<main0_in> gl_in;
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};
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[[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]])
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{
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main0_out out = {};
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out.gl_Position = float4((gl_TessCoord.xy * 2.0) - float2(1.0), 0.0, 1.0);
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float v34 = ((float(abs(patchIn.gl_in[0].v40_m1_m1.x - (-4.0)) < 0.001000000047497451305389404296875) * float(abs(patchIn.gl_in[0].v40_m1_m1.y - (-9.0)) < 0.001000000047497451305389404296875)) * float(abs(patchIn.gl_in[0].v40_m1_m1.z - 3.0) < 0.001000000047497451305389404296875)) * float(abs(patchIn.gl_in[0].v40_m1_m1.w - 7.0) < 0.001000000047497451305389404296875);
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out.v80 = v34;
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return out;
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}
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