SPIRV-Cross/reference/opt/shaders-msl/vert/interpolation-qualifiers-block.vert

113 lines
2.7 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 Output
{
float2 v0;
float2 v1;
float3 v2;
float4 v3;
float v4;
float v5;
float v6;
};
struct main0_out
{
float2 Output_v0 [[user(locn0)]];
float2 Output_v1 [[user(locn1)]];
float3 Output_v2 [[user(locn2)]];
float4 Output_v3 [[user(locn3)]];
float Output_v4 [[user(locn4)]];
float Output_v5 [[user(locn5)]];
float Output_v6 [[user(locn6)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 Position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Output outp = {};
outp.v0 = in.Position.xy;
outp.v1 = in.Position.zw;
outp.v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
outp.v3 = in.Position.xxyy;
outp.v4 = in.Position.w;
outp.v5 = in.Position.y;
outp.v6 = in.Position.x * in.Position.w;
out.gl_Position = in.Position;
out.Output_v0 = outp.v0;
out.Output_v1 = outp.v1;
out.Output_v2 = outp.v2;
out.Output_v3 = outp.v3;
out.Output_v4 = outp.v4;
out.Output_v5 = outp.v5;
out.Output_v6 = outp.v6;
return out;
}