SPIRV-Cross/reference/shaders-msl/vert/leaf-function.capture.vert
Chip Davis 056c0e207d Take the vertex count from any indirect parameters passed.
This is necessary to deal with indirect draws, where the draw parameters
are given in a buffer instead of passed by the CPU. For normal draws,
the draw parameters are set with Metal's `setVertexBytes:` method.

This undoes the change to add the vertex count to the aux buffer,
rendering that entire discussion largely moot. Oh well. It was a
discussion that needed to happen anyway.
2019-02-06 15:17:14 -06:00

37 lines
1.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 uMVP;
};
struct main0_out
{
float3 vNormal [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
void set_output(device float4& gl_Position, constant UBO& v_18, thread float4& aVertex, device float3& vNormal, thread float3& aNormal)
{
gl_Position = v_18.uMVP * aVertex;
vNormal = aNormal;
}
vertex void main0(main0_in in [[stage_in]], constant UBO& v_18 [[buffer(0)]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]])
{
device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvIndirectParams[0] + gl_VertexIndex - gl_BaseVertex];
set_output(out.gl_Position, v_18, in.aVertex, out.vNormal, in.aNormal);
}