SPIRV-Cross/reference/shaders-msl/asm/comp/buffer-write-relative-addr.asm.comp
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

33 lines
1013 B
Plaintext

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct cb5_struct
{
float4 _m0[5];
};
// Returns 2D texture coords corresponding to 1D texel buffer coords
static inline __attribute__((always_inline))
uint2 spvTexelBufferCoord(uint tc)
{
return uint2(tc % 4096, tc / 4096);
}
kernel void main0(constant cb5_struct& cb0_5 [[buffer(0)]], texture2d<uint, access::write> u0 [[texture(0)]], uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]])
{
float4 r0;
r0.x = as_type<float>(int(gl_LocalInvocationID.x) << 4);
r0.y = as_type<float>(int(gl_LocalInvocationID.x));
uint _44 = as_type<uint>(r0.x) >> 2u;
uint4 _51 = as_type<uint4>(cb0_5._m0[uint(as_type<int>(r0.y)) + 1u]);
u0.write(_51.xxxx, spvTexelBufferCoord(_44));
u0.write(_51.yyyy, spvTexelBufferCoord((_44 + 1u)));
u0.write(_51.zzzz, spvTexelBufferCoord((_44 + 2u)));
u0.write(_51.wwww, spvTexelBufferCoord((_44 + 3u)));
}