ae9ca7d73c
Need to take into account effective storage classes and whether or not we target stage IO blocks since native arrays are conditionally enabled.
84 lines
2.4 KiB
GLSL
84 lines
2.4 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct main0_out
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{
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spvUnsafeArray<float4, 2> Foo;
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float4 gl_Position;
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};
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struct main0_patchOut
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{
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spvUnsafeArray<float4, 2> pFoo;
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};
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struct main0_in
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{
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float4 iFoo_0 [[attribute(0)]];
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float4 iFoo_1 [[attribute(1)]];
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float4 ipFoo [[attribute(2)]];
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};
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kernel void main0(main0_in in [[stage_in]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
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{
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
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device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
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if (gl_InvocationID < spvIndirectParams[0])
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gl_in[gl_InvocationID] = in;
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threadgroup_barrier(mem_flags::mem_threadgroup);
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if (gl_InvocationID >= 4)
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return;
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gl_out[gl_InvocationID].gl_Position = float4(1.0);
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spvUnsafeArray<float4, 2> _38 = spvUnsafeArray<float4, 2>({ gl_in[gl_InvocationID].iFoo_0, gl_in[gl_InvocationID].iFoo_1 });
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gl_out[gl_InvocationID].Foo = _38;
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if (gl_InvocationID == 0)
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{
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spvUnsafeArray<float4, 2> _56 = spvUnsafeArray<float4, 2>({ gl_in[0].ipFoo, gl_in[1].ipFoo });
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patchOut.pFoo = _56;
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}
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}
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