SPIRV-Cross/reference/opt/shaders-ue4/asm/tese/ds-double-gl-in-deref.asm.tese
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

416 lines
19 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct type_View
{
float4x4 View_TranslatedWorldToClip;
float4x4 View_WorldToClip;
float4x4 View_ClipToWorld;
float4x4 View_TranslatedWorldToView;
float4x4 View_ViewToTranslatedWorld;
float4x4 View_TranslatedWorldToCameraView;
float4x4 View_CameraViewToTranslatedWorld;
float4x4 View_ViewToClip;
float4x4 View_ViewToClipNoAA;
float4x4 View_ClipToView;
float4x4 View_ClipToTranslatedWorld;
float4x4 View_SVPositionToTranslatedWorld;
float4x4 View_ScreenToWorld;
float4x4 View_ScreenToTranslatedWorld;
packed_float3 View_ViewForward;
float PrePadding_View_908;
packed_float3 View_ViewUp;
float PrePadding_View_924;
packed_float3 View_ViewRight;
float PrePadding_View_940;
packed_float3 View_HMDViewNoRollUp;
float PrePadding_View_956;
packed_float3 View_HMDViewNoRollRight;
float PrePadding_View_972;
float4 View_InvDeviceZToWorldZTransform;
float4 View_ScreenPositionScaleBias;
packed_float3 View_WorldCameraOrigin;
float PrePadding_View_1020;
packed_float3 View_TranslatedWorldCameraOrigin;
float PrePadding_View_1036;
packed_float3 View_WorldViewOrigin;
float PrePadding_View_1052;
packed_float3 View_PreViewTranslation;
float PrePadding_View_1068;
float4x4 View_PrevProjection;
float4x4 View_PrevViewProj;
float4x4 View_PrevViewRotationProj;
float4x4 View_PrevViewToClip;
float4x4 View_PrevClipToView;
float4x4 View_PrevTranslatedWorldToClip;
float4x4 View_PrevTranslatedWorldToView;
float4x4 View_PrevViewToTranslatedWorld;
float4x4 View_PrevTranslatedWorldToCameraView;
float4x4 View_PrevCameraViewToTranslatedWorld;
packed_float3 View_PrevWorldCameraOrigin;
float PrePadding_View_1724;
packed_float3 View_PrevWorldViewOrigin;
float PrePadding_View_1740;
packed_float3 View_PrevPreViewTranslation;
float PrePadding_View_1756;
float4x4 View_PrevInvViewProj;
float4x4 View_PrevScreenToTranslatedWorld;
float4x4 View_ClipToPrevClip;
float4 View_TemporalAAJitter;
float4 View_GlobalClippingPlane;
float2 View_FieldOfViewWideAngles;
float2 View_PrevFieldOfViewWideAngles;
float4 View_ViewRectMin;
float4 View_ViewSizeAndInvSize;
float4 View_BufferSizeAndInvSize;
float4 View_BufferBilinearUVMinMax;
int View_NumSceneColorMSAASamples;
float View_PreExposure;
float View_OneOverPreExposure;
float PrePadding_View_2076;
float4 View_DiffuseOverrideParameter;
float4 View_SpecularOverrideParameter;
float4 View_NormalOverrideParameter;
float2 View_RoughnessOverrideParameter;
float View_PrevFrameGameTime;
float View_PrevFrameRealTime;
float View_OutOfBoundsMask;
float PrePadding_View_2148;
float PrePadding_View_2152;
float PrePadding_View_2156;
packed_float3 View_WorldCameraMovementSinceLastFrame;
float View_CullingSign;
float View_NearPlane;
float View_AdaptiveTessellationFactor;
float View_GameTime;
float View_RealTime;
float View_DeltaTime;
float View_MaterialTextureMipBias;
float View_MaterialTextureDerivativeMultiply;
uint View_Random;
uint View_FrameNumber;
uint View_StateFrameIndexMod8;
uint View_StateFrameIndex;
float View_CameraCut;
float View_UnlitViewmodeMask;
float PrePadding_View_2228;
float PrePadding_View_2232;
float PrePadding_View_2236;
float4 View_DirectionalLightColor;
packed_float3 View_DirectionalLightDirection;
float PrePadding_View_2268;
float4 View_TranslucencyLightingVolumeMin[2];
float4 View_TranslucencyLightingVolumeInvSize[2];
float4 View_TemporalAAParams;
float4 View_CircleDOFParams;
float View_DepthOfFieldSensorWidth;
float View_DepthOfFieldFocalDistance;
float View_DepthOfFieldScale;
float View_DepthOfFieldFocalLength;
float View_DepthOfFieldFocalRegion;
float View_DepthOfFieldNearTransitionRegion;
float View_DepthOfFieldFarTransitionRegion;
float View_MotionBlurNormalizedToPixel;
float View_bSubsurfacePostprocessEnabled;
float View_GeneralPurposeTweak;
float View_DemosaicVposOffset;
float PrePadding_View_2412;
packed_float3 View_IndirectLightingColorScale;
float View_HDR32bppEncodingMode;
packed_float3 View_AtmosphericFogSunDirection;
float View_AtmosphericFogSunPower;
float View_AtmosphericFogPower;
float View_AtmosphericFogDensityScale;
float View_AtmosphericFogDensityOffset;
float View_AtmosphericFogGroundOffset;
float View_AtmosphericFogDistanceScale;
float View_AtmosphericFogAltitudeScale;
float View_AtmosphericFogHeightScaleRayleigh;
float View_AtmosphericFogStartDistance;
float View_AtmosphericFogDistanceOffset;
float View_AtmosphericFogSunDiscScale;
float View_AtmosphericFogSunDiscHalfApexAngleRadian;
float PrePadding_View_2492;
float4 View_AtmosphericFogSunDiscLuminance;
uint View_AtmosphericFogRenderMask;
uint View_AtmosphericFogInscatterAltitudeSampleNum;
uint PrePadding_View_2520;
uint PrePadding_View_2524;
float4 View_AtmosphericFogSunColor;
packed_float3 View_NormalCurvatureToRoughnessScaleBias;
float View_RenderingReflectionCaptureMask;
float4 View_AmbientCubemapTint;
float View_AmbientCubemapIntensity;
float View_SkyLightParameters;
float PrePadding_View_2584;
float PrePadding_View_2588;
float4 View_SkyLightColor;
float4 View_SkyIrradianceEnvironmentMap[7];
float View_MobilePreviewMode;
float View_HMDEyePaddingOffset;
float View_ReflectionCubemapMaxMip;
float View_ShowDecalsMask;
uint View_DistanceFieldAOSpecularOcclusionMode;
float View_IndirectCapsuleSelfShadowingIntensity;
float PrePadding_View_2744;
float PrePadding_View_2748;
packed_float3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
int View_StereoPassIndex;
float4 View_GlobalVolumeCenterAndExtent[4];
float4 View_GlobalVolumeWorldToUVAddAndMul[4];
float View_GlobalVolumeDimension;
float View_GlobalVolumeTexelSize;
float View_MaxGlobalDistance;
float PrePadding_View_2908;
int2 View_CursorPosition;
float View_bCheckerboardSubsurfaceProfileRendering;
float PrePadding_View_2924;
packed_float3 View_VolumetricFogInvGridSize;
float PrePadding_View_2940;
packed_float3 View_VolumetricFogGridZParams;
float PrePadding_View_2956;
float2 View_VolumetricFogSVPosToVolumeUV;
float View_VolumetricFogMaxDistance;
float PrePadding_View_2972;
packed_float3 View_VolumetricLightmapWorldToUVScale;
float PrePadding_View_2988;
packed_float3 View_VolumetricLightmapWorldToUVAdd;
float PrePadding_View_3004;
packed_float3 View_VolumetricLightmapIndirectionTextureSize;
float View_VolumetricLightmapBrickSize;
packed_float3 View_VolumetricLightmapBrickTexelSize;
float View_StereoIPD;
float View_IndirectLightingCacheShowFlag;
float View_EyeToPixelSpreadAngle;
};
struct type_ShadowDepthPass
{
float PrePadding_ShadowDepthPass_LPV_0;
float PrePadding_ShadowDepthPass_LPV_4;
float PrePadding_ShadowDepthPass_LPV_8;
float PrePadding_ShadowDepthPass_LPV_12;
float PrePadding_ShadowDepthPass_LPV_16;
float PrePadding_ShadowDepthPass_LPV_20;
float PrePadding_ShadowDepthPass_LPV_24;
float PrePadding_ShadowDepthPass_LPV_28;
float PrePadding_ShadowDepthPass_LPV_32;
float PrePadding_ShadowDepthPass_LPV_36;
float PrePadding_ShadowDepthPass_LPV_40;
float PrePadding_ShadowDepthPass_LPV_44;
float PrePadding_ShadowDepthPass_LPV_48;
float PrePadding_ShadowDepthPass_LPV_52;
float PrePadding_ShadowDepthPass_LPV_56;
float PrePadding_ShadowDepthPass_LPV_60;
float PrePadding_ShadowDepthPass_LPV_64;
float PrePadding_ShadowDepthPass_LPV_68;
float PrePadding_ShadowDepthPass_LPV_72;
float PrePadding_ShadowDepthPass_LPV_76;
float PrePadding_ShadowDepthPass_LPV_80;
float PrePadding_ShadowDepthPass_LPV_84;
float PrePadding_ShadowDepthPass_LPV_88;
float PrePadding_ShadowDepthPass_LPV_92;
float PrePadding_ShadowDepthPass_LPV_96;
float PrePadding_ShadowDepthPass_LPV_100;
float PrePadding_ShadowDepthPass_LPV_104;
float PrePadding_ShadowDepthPass_LPV_108;
float PrePadding_ShadowDepthPass_LPV_112;
float PrePadding_ShadowDepthPass_LPV_116;
float PrePadding_ShadowDepthPass_LPV_120;
float PrePadding_ShadowDepthPass_LPV_124;
float PrePadding_ShadowDepthPass_LPV_128;
float PrePadding_ShadowDepthPass_LPV_132;
float PrePadding_ShadowDepthPass_LPV_136;
float PrePadding_ShadowDepthPass_LPV_140;
float PrePadding_ShadowDepthPass_LPV_144;
float PrePadding_ShadowDepthPass_LPV_148;
float PrePadding_ShadowDepthPass_LPV_152;
float PrePadding_ShadowDepthPass_LPV_156;
float PrePadding_ShadowDepthPass_LPV_160;
float PrePadding_ShadowDepthPass_LPV_164;
float PrePadding_ShadowDepthPass_LPV_168;
float PrePadding_ShadowDepthPass_LPV_172;
float PrePadding_ShadowDepthPass_LPV_176;
float PrePadding_ShadowDepthPass_LPV_180;
float PrePadding_ShadowDepthPass_LPV_184;
float PrePadding_ShadowDepthPass_LPV_188;
float PrePadding_ShadowDepthPass_LPV_192;
float PrePadding_ShadowDepthPass_LPV_196;
float PrePadding_ShadowDepthPass_LPV_200;
float PrePadding_ShadowDepthPass_LPV_204;
float PrePadding_ShadowDepthPass_LPV_208;
float PrePadding_ShadowDepthPass_LPV_212;
float PrePadding_ShadowDepthPass_LPV_216;
float PrePadding_ShadowDepthPass_LPV_220;
float PrePadding_ShadowDepthPass_LPV_224;
float PrePadding_ShadowDepthPass_LPV_228;
float PrePadding_ShadowDepthPass_LPV_232;
float PrePadding_ShadowDepthPass_LPV_236;
float PrePadding_ShadowDepthPass_LPV_240;
float PrePadding_ShadowDepthPass_LPV_244;
float PrePadding_ShadowDepthPass_LPV_248;
float PrePadding_ShadowDepthPass_LPV_252;
float PrePadding_ShadowDepthPass_LPV_256;
float PrePadding_ShadowDepthPass_LPV_260;
float PrePadding_ShadowDepthPass_LPV_264;
float PrePadding_ShadowDepthPass_LPV_268;
float4x4 ShadowDepthPass_LPV_mRsmToWorld;
float4 ShadowDepthPass_LPV_mLightColour;
float4 ShadowDepthPass_LPV_GeometryVolumeCaptureLightDirection;
float4 ShadowDepthPass_LPV_mEyePos;
packed_int3 ShadowDepthPass_LPV_mOldGridOffset;
int PrePadding_ShadowDepthPass_LPV_396;
packed_int3 ShadowDepthPass_LPV_mLpvGridOffset;
float ShadowDepthPass_LPV_ClearMultiplier;
float ShadowDepthPass_LPV_LpvScale;
float ShadowDepthPass_LPV_OneOverLpvScale;
float ShadowDepthPass_LPV_DirectionalOcclusionIntensity;
float ShadowDepthPass_LPV_DirectionalOcclusionRadius;
float ShadowDepthPass_LPV_RsmAreaIntensityMultiplier;
float ShadowDepthPass_LPV_RsmPixelToTexcoordMultiplier;
float ShadowDepthPass_LPV_SecondaryOcclusionStrength;
float ShadowDepthPass_LPV_SecondaryBounceStrength;
float ShadowDepthPass_LPV_VplInjectionBias;
float ShadowDepthPass_LPV_GeometryVolumeInjectionBias;
float ShadowDepthPass_LPV_EmissiveInjectionMultiplier;
int ShadowDepthPass_LPV_PropagationIndex;
float4x4 ShadowDepthPass_ProjectionMatrix;
float4x4 ShadowDepthPass_ViewMatrix;
float4 ShadowDepthPass_ShadowParams;
float ShadowDepthPass_bClampToNearPlane;
float PrePadding_ShadowDepthPass_612;
float PrePadding_ShadowDepthPass_616;
float PrePadding_ShadowDepthPass_620;
float4x4 ShadowDepthPass_ShadowViewProjectionMatrices[6];
float4x4 ShadowDepthPass_ShadowViewMatrices[6];
};
constant float4 _113 = {};
struct main0_out
{
float4 out_var_TEXCOORD10_centroid [[user(locn0)]];
float4 out_var_TEXCOORD11_centroid [[user(locn1)]];
float4 out_var_COLOR0 [[user(locn2)]];
float4 out_var_TEXCOORD0_0 [[user(locn3)]];
uint out_var_PRIMITIVE_ID [[user(locn4)]];
float out_var_TEXCOORD6 [[user(locn5)]];
float out_var_TEXCOORD8 [[user(locn6)]];
float3 out_var_TEXCOORD7 [[user(locn7)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 in_var_COLOR0 [[attribute(0)]];
float4 in_var_PN_POSITION_0 [[attribute(2)]];
float4 in_var_PN_POSITION_1 [[attribute(3)]];
float4 in_var_PN_POSITION_2 [[attribute(4)]];
float in_var_PN_WorldDisplacementMultiplier [[attribute(7)]];
uint in_var_PRIMITIVE_ID [[attribute(8)]];
float4 in_var_TEXCOORD0_0 [[attribute(9)]];
float4 in_var_TEXCOORD10_centroid [[attribute(10)]];
float4 in_var_TEXCOORD11_centroid [[attribute(11)]];
};
struct main0_patchIn
{
float4 in_var_PN_POSITION9 [[attribute(5)]];
patch_control_point<main0_in> gl_in;
};
[[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant type_View& View [[buffer(0)]], constant type_ShadowDepthPass& ShadowDepthPass [[buffer(1)]], texture2d<float> Material_Texture2D_3 [[texture(0)]], sampler Material_Texture2D_3Sampler [[sampler(0)]], float3 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
spvUnsafeArray<float4, 1> out_var_TEXCOORD0 = {};
spvUnsafeArray<spvUnsafeArray<float4, 3>, 1> in_var_TEXCOORD0 = {};
spvUnsafeArray<spvUnsafeArray<float4, 3>, 3> in_var_PN_POSITION = {};
float _157 = gl_TessCoord.x * gl_TessCoord.x;
float _158 = gl_TessCoord.y * gl_TessCoord.y;
float _159 = gl_TessCoord.z * gl_TessCoord.z;
float4 _165 = float4(gl_TessCoord.x);
float4 _169 = float4(gl_TessCoord.y);
float4 _174 = float4(gl_TessCoord.z);
float4 _177 = float4(_157 * 3.0);
float4 _181 = float4(_158 * 3.0);
float4 _188 = float4(_159 * 3.0);
float4 _202 = (((((((((((spvUnsafeArray<float4, 3>({ patchIn.gl_in[0].in_var_PN_POSITION_0, patchIn.gl_in[0].in_var_PN_POSITION_1, patchIn.gl_in[0].in_var_PN_POSITION_2 })[0]) * float4(_157)) * _165) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[1].in_var_PN_POSITION_0, patchIn.gl_in[1].in_var_PN_POSITION_1, patchIn.gl_in[1].in_var_PN_POSITION_2 })[0]) * float4(_158)) * _169)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[2].in_var_PN_POSITION_0, patchIn.gl_in[2].in_var_PN_POSITION_1, patchIn.gl_in[2].in_var_PN_POSITION_2 })[0]) * float4(_159)) * _174)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[0].in_var_PN_POSITION_0, patchIn.gl_in[0].in_var_PN_POSITION_1, patchIn.gl_in[0].in_var_PN_POSITION_2 })[1]) * _177) * _169)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[0].in_var_PN_POSITION_0, patchIn.gl_in[0].in_var_PN_POSITION_1, patchIn.gl_in[0].in_var_PN_POSITION_2 })[2]) * _181) * _165)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[1].in_var_PN_POSITION_0, patchIn.gl_in[1].in_var_PN_POSITION_1, patchIn.gl_in[1].in_var_PN_POSITION_2 })[1]) * _181) * _174)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[1].in_var_PN_POSITION_0, patchIn.gl_in[1].in_var_PN_POSITION_1, patchIn.gl_in[1].in_var_PN_POSITION_2 })[2]) * _188) * _169)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[2].in_var_PN_POSITION_0, patchIn.gl_in[2].in_var_PN_POSITION_1, patchIn.gl_in[2].in_var_PN_POSITION_2 })[1]) * _188) * _165)) + (((spvUnsafeArray<float4, 3>({ patchIn.gl_in[2].in_var_PN_POSITION_0, patchIn.gl_in[2].in_var_PN_POSITION_1, patchIn.gl_in[2].in_var_PN_POSITION_2 })[2]) * _177) * _174)) + ((((patchIn.in_var_PN_POSITION9 * float4(6.0)) * _174) * _165) * _169);
float3 _226 = ((patchIn.gl_in[0].in_var_TEXCOORD10_centroid.xyz * float3(gl_TessCoord.x)) + (patchIn.gl_in[1].in_var_TEXCOORD10_centroid.xyz * float3(gl_TessCoord.y))).xyz + (patchIn.gl_in[2].in_var_TEXCOORD10_centroid.xyz * float3(gl_TessCoord.z));
float4 _229 = ((patchIn.gl_in[0].in_var_TEXCOORD11_centroid * _165) + (patchIn.gl_in[1].in_var_TEXCOORD11_centroid * _169)) + (patchIn.gl_in[2].in_var_TEXCOORD11_centroid * _174);
float4 _231 = ((patchIn.gl_in[0].in_var_COLOR0 * _165) + (patchIn.gl_in[1].in_var_COLOR0 * _169)) + (patchIn.gl_in[2].in_var_COLOR0 * _174);
float4 _233 = (((spvUnsafeArray<float4, 1>({ patchIn.gl_in[0].in_var_TEXCOORD0_0 })[0]) * _165) + ((spvUnsafeArray<float4, 1>({ patchIn.gl_in[1].in_var_TEXCOORD0_0 })[0]) * _169)) + ((spvUnsafeArray<float4, 1>({ patchIn.gl_in[2].in_var_TEXCOORD0_0 })[0]) * _174);
spvUnsafeArray<float4, 1> _234 = { _233 };
float3 _236 = _229.xyz;
float3 _264 = _202.xyz + (((float3((Material_Texture2D_3.sample(Material_Texture2D_3Sampler, (float2(View.View_GameTime * 0.20000000298023223876953125, View.View_GameTime * (-0.699999988079071044921875)) + (_233.zw * float2(1.0, 2.0))), level(-1.0)).x * 10.0) * (1.0 - _231.x)) * _236) * float3(0.5)) * float3(((patchIn.gl_in[0].in_var_PN_WorldDisplacementMultiplier * gl_TessCoord.x) + (patchIn.gl_in[1].in_var_PN_WorldDisplacementMultiplier * gl_TessCoord.y)) + (patchIn.gl_in[2].in_var_PN_WorldDisplacementMultiplier * gl_TessCoord.z)));
float4 _270 = ShadowDepthPass.ShadowDepthPass_ProjectionMatrix * float4(_264.x, _264.y, _264.z, _202.w);
float4 _281;
if ((ShadowDepthPass.ShadowDepthPass_bClampToNearPlane > 0.0) && (_270.z < 0.0))
{
float4 _279 = _270;
_279.z = 9.9999999747524270787835121154785e-07;
float4 _280 = _279;
_280.w = 1.0;
_281 = _280;
}
else
{
_281 = _270;
}
float _290 = abs(dot(float3(ShadowDepthPass.ShadowDepthPass_ViewMatrix[0].z, ShadowDepthPass.ShadowDepthPass_ViewMatrix[1].z, ShadowDepthPass.ShadowDepthPass_ViewMatrix[2].z), _236));
out.out_var_TEXCOORD10_centroid = float4(_226.x, _226.y, _226.z, _113.w);
out.out_var_TEXCOORD11_centroid = _229;
out.out_var_COLOR0 = _231;
out_var_TEXCOORD0 = _234;
out.out_var_PRIMITIVE_ID = patchIn.gl_in[0u].in_var_PRIMITIVE_ID;
out.out_var_TEXCOORD6 = _281.z;
out.out_var_TEXCOORD8 = (ShadowDepthPass.ShadowDepthPass_ShadowParams.y * fast::clamp((abs(_290) > 0.0) ? (sqrt(fast::clamp(1.0 - (_290 * _290), 0.0, 1.0)) / _290) : ShadowDepthPass.ShadowDepthPass_ShadowParams.z, 0.0, ShadowDepthPass.ShadowDepthPass_ShadowParams.z)) + ShadowDepthPass.ShadowDepthPass_ShadowParams.x;
out.out_var_TEXCOORD7 = _264.xyz;
out.gl_Position = _281;
out.out_var_TEXCOORD0_0 = out_var_TEXCOORD0[0];
return out;
}