SPIRV-Cross/reference/shaders-msl/frag/sampler-image-arrays.msl2.frag
Bill Hollings 9b4defe202 CompilerMSL support matrices & arrays in stage-in & stage-out.
Support flattening StorageOutput & StorageInput matrices and arrays.
No longer move matrix & array inputs to separate buffer.
Add separate SPIRFunction::fixup_statements_in & SPIRFunction::fixup_statements_out
instead of just  SPIRFunction::fixup_statements.
Emit SPIRFunction::fixup_statements at beginning of functions.
CompilerMSL track vars_needing_early_declaration.
Pass global output variables as variables to functions that access them.
Sort input structs by location, same as output structs.
Emit struct declarations in order output, input, uniforms.
Regenerate reference shaders to new formats defined by above.
2018-06-12 11:41:35 -04:00

46 lines
1.7 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vTex [[user(locn0)]];
int vIndex [[user(locn1)]];
};
float4 sample_from_global(thread int& vIndex, thread float2& vTex, thread const array<texture2d<float>, 4> uSampler, thread const array<sampler, 4> uSamplerSmplr)
{
return uSampler[vIndex].sample(uSamplerSmplr[vIndex], (vTex + float2(0.100000001490116119384765625)));
}
float4 sample_from_argument(thread const array<texture2d<float>, 4> samplers, thread const array<sampler, 4> samplersSmplr, thread int& vIndex, thread float2& vTex)
{
return samplers[vIndex].sample(samplersSmplr[vIndex], (vTex + float2(0.20000000298023223876953125)));
}
float4 sample_single_from_argument(thread const texture2d<float> samp, thread const sampler sampSmplr, thread float2& vTex)
{
return samp.sample(sampSmplr, (vTex + float2(0.300000011920928955078125)));
}
fragment main0_out main0(main0_in in [[stage_in]], array<texture2d<float>, 4> uSampler [[texture(0)]], array<texture2d<float>, 4> uTextures [[texture(8)]], array<sampler, 4> uSamplerSmplr [[sampler(0)]], array<sampler, 4> uSamplers [[sampler(4)]])
{
main0_out out = {};
out.FragColor = float4(0.0);
out.FragColor += uTextures[2].sample(uSamplers[1], in.vTex);
out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], in.vTex);
out.FragColor += sample_from_global(in.vIndex, in.vTex, uSampler, uSamplerSmplr);
out.FragColor += sample_from_argument(uSampler, uSamplerSmplr, in.vIndex, in.vTex);
out.FragColor += sample_single_from_argument(uSampler[3], uSamplerSmplr[3], in.vTex);
return out;
}