SPIRV-Cross/reference/opt/shaders-msl/asm/vert/extract-transposed-matrix-from-struct.asm.vert

93 lines
2.3 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#include <metal_stdlib>
#include <simd/simd.h>
template <typename T, size_t Num>
struct unsafe_array
{
T __Elements[Num ? Num : 1];
constexpr size_t size() const thread { return Num; }
constexpr size_t max_size() const thread { return Num; }
constexpr bool empty() const thread { return Num == 0; }
constexpr size_t size() const device { return Num; }
constexpr size_t max_size() const device { return Num; }
constexpr bool empty() const device { return Num == 0; }
constexpr size_t size() const constant { return Num; }
constexpr size_t max_size() const constant { return Num; }
constexpr bool empty() const constant { return Num == 0; }
constexpr size_t size() const threadgroup { return Num; }
constexpr size_t max_size() const threadgroup { return Num; }
constexpr bool empty() const threadgroup { return Num == 0; }
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];
}
};
using namespace metal;
struct InstanceData
{
float4x4 MATRIX_MVP;
float4 Color;
};
struct gInstanceData
{
unsafe_array<InstanceData,1> _data;
};
struct main0_out
{
float4 _entryPointOutput_Color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 PosL [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]], const device gInstanceData& gInstanceData_1 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]])
{
main0_out out = {};
out.gl_Position = float4(in.PosL, 1.0) * gInstanceData_1._data[(gl_InstanceIndex - gl_BaseInstance)].MATRIX_MVP;
out._entryPointOutput_Color = gInstanceData_1._data[(gl_InstanceIndex - gl_BaseInstance)].Color;
return out;
}