SPIRV-Cross/reference/shaders-msl/vert/no-contraction.vert
Bill Hollings ec054dad7f MSL: Support synthetic functions in function constants.
Emit synthetic functions before function constants.
Support use of spvQuantizeToF16() in function constants for numerical
behavior consistency with the op code.
Ensure subnormal results from OpQuantizeToF16 are flushed to zero per SPIR-V spec.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Any MSL reference shader that inclues a synthetic function is affected,
since the location it is emitted has changed.
2021-09-28 19:10:16 -04:00

93 lines
2.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T>
[[clang::optnone]] T spvFMul(T l, T r)
{
return fma(l, r, T(0));
}
template<typename T, int Cols, int Rows>
[[clang::optnone]] vec<T, Cols> spvFMulVectorMatrix(vec<T, Rows> v, matrix<T, Cols, Rows> m)
{
vec<T, Cols> res = vec<T, Cols>(0);
for (uint i = Rows; i > 0; --i)
{
vec<T, Cols> tmp(0);
for (uint j = 0; j < Cols; ++j)
{
tmp[j] = m[j][i - 1];
}
res = fma(tmp, vec<T, Cols>(v[i - 1]), res);
}
return res;
}
template<typename T, int Cols, int Rows>
[[clang::optnone]] vec<T, Rows> spvFMulMatrixVector(matrix<T, Cols, Rows> m, vec<T, Cols> v)
{
vec<T, Rows> res = vec<T, Rows>(0);
for (uint i = Cols; i > 0; --i)
{
res = fma(m[i - 1], vec<T, Rows>(v[i - 1]), res);
}
return res;
}
template<typename T, int LCols, int LRows, int RCols, int RRows>
[[clang::optnone]] matrix<T, RCols, LRows> spvFMulMatrixMatrix(matrix<T, LCols, LRows> l, matrix<T, RCols, RRows> r)
{
matrix<T, RCols, LRows> res;
for (uint i = 0; i < RCols; i++)
{
vec<T, RCols> tmp(0);
for (uint j = 0; j < LCols; j++)
{
tmp = fma(vec<T, RCols>(r[i][j]), l[j], tmp);
}
res[i] = tmp;
}
return res;
}
template<typename T>
[[clang::optnone]] T spvFAdd(T l, T r)
{
return fma(T(1), l, r);
}
template<typename T>
[[clang::optnone]] T spvFSub(T l, T r)
{
return fma(T(-1), r, l);
}
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 vA [[attribute(0)]];
float4 vB [[attribute(1)]];
float4 vC [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
float4 mul = spvFMul(in.vA, in.vB);
float4 add = spvFAdd(in.vA, in.vB);
float4 sub = spvFSub(in.vA, in.vB);
float4 mad = spvFAdd(spvFMul(in.vA, in.vB), in.vC);
float4 summed = spvFAdd(spvFAdd(spvFAdd(mul, add), sub), mad);
out.gl_Position = summed;
return out;
}