SPIRV-Cross/reference/opt/shaders-msl/frag/constant-composites.frag
Hans-Kristian Arntzen d92de00cc1 Rewrite how IDs are iterated over.
This is a fairly fundamental change on how IDs are handled.
It serves many purposes:

- Improve performance. We only need to iterate over IDs which are
  relevant at any one time.
- Makes sure we iterate through IDs in SPIR-V module declaration order
  rather than ID space. IDs don't have to be monotonically increasing,
  which was an assumption SPIRV-Cross used to have. It has apparently
  never been a problem until now.
- Support LUTs of structs. We do this by interleaving declaration of
  constants and struct types in SPIR-V module order.

To support this, the ParsedIR interface needed to change slightly.
Before setting any ID with variant_set<T> we let ParsedIR know
that an ID with a specific type has been added. The surface for change
should be minimal.

ParsedIR will maintain a per-type list of IDs which the cross-compiler
will need to consider for later.

Instead of looping over ir.ids[] (which can be extremely large), we loop
over types now, using:

ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) {
	handle_variable(var);
});

Now we make sure that we're never looking at irrelevant types.
2019-01-10 12:52:56 +01:00

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542 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Foo
{
float a;
float b;
};
constant float _16[4] = { 1.0, 4.0, 3.0, 2.0 };
constant Foo _28[2] = { Foo{ 10.0, 20.0 }, Foo{ 30.0, 40.0 } };
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
int line [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.FragColor = float4(_16[in.line]);
out.FragColor += float4(_28[in.line].a * _28[1 - in.line].a);
return out;
}