SPIRV-Cross/reference/opt/shaders-msl/frag/array-of-texture-swizzle.msl2.swizzle.frag
Hans-Kristian Arntzen eaf7afed97 MSL: Support argument buffers and image swizzling.
Change aux buffer to swizzle buffer.
There is no good reason to expand the aux buffer, so name it
appropriately.

Make the code cleaner by emitting a straight pointer to uint rather than
a dummy struct which only contains a single unsized array member anyways.

This will also end up being very similar to how we implement swizzle
buffers for argument buffers.

Do not use implied binding if it overflows int32_t.
2019-05-18 10:30:06 +02:00

147 lines
4.4 KiB
JavaScript

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vUV [[user(locn0)]];
};
enum class spvSwizzle : uint
{
none = 0,
zero,
one,
red,
green,
blue,
alpha
};
template<typename T> struct spvRemoveReference { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
{
return static_cast<thread T&&>(x);
}
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
{
return static_cast<thread T&&>(x);
}
template<typename T>
inline T spvGetSwizzle(vec<T, 4> x, T c, spvSwizzle s)
{
switch (s)
{
case spvSwizzle::none:
return c;
case spvSwizzle::zero:
return 0;
case spvSwizzle::one:
return 1;
case spvSwizzle::red:
return x.r;
case spvSwizzle::green:
return x.g;
case spvSwizzle::blue:
return x.b;
case spvSwizzle::alpha:
return x.a;
}
}
// Wrapper function that swizzles texture samples and fetches.
template<typename T>
inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)
{
if (!s)
return x;
return vec<T, 4>(spvGetSwizzle(x, x.r, spvSwizzle((s >> 0) & 0xFF)), spvGetSwizzle(x, x.g, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, x.b, spvSwizzle((s >> 16) & 0xFF)), spvGetSwizzle(x, x.a, spvSwizzle((s >> 24) & 0xFF)));
}
template<typename T>
inline T spvTextureSwizzle(T x, uint s)
{
return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
}
// Wrapper function that swizzles texture gathers.
template<typename T, typename Tex, typename... Ts>
inline vec<T, 4> spvGatherSwizzle(sampler s, const thread Tex& t, Ts... params, component c, uint sw) METAL_CONST_ARG(c)
{
if (sw)
{
switch (spvSwizzle((sw >> (uint(c) * 8)) & 0xFF))
{
case spvSwizzle::none:
break;
case spvSwizzle::zero:
return vec<T, 4>(0, 0, 0, 0);
case spvSwizzle::one:
return vec<T, 4>(1, 1, 1, 1);
case spvSwizzle::red:
return t.gather(s, spvForward<Ts>(params)..., component::x);
case spvSwizzle::green:
return t.gather(s, spvForward<Ts>(params)..., component::y);
case spvSwizzle::blue:
return t.gather(s, spvForward<Ts>(params)..., component::z);
case spvSwizzle::alpha:
return t.gather(s, spvForward<Ts>(params)..., component::w);
}
}
switch (c)
{
case component::x:
return t.gather(s, spvForward<Ts>(params)..., component::x);
case component::y:
return t.gather(s, spvForward<Ts>(params)..., component::y);
case component::z:
return t.gather(s, spvForward<Ts>(params)..., component::z);
case component::w:
return t.gather(s, spvForward<Ts>(params)..., component::w);
}
}
// Wrapper function that swizzles depth texture gathers.
template<typename T, typename Tex, typename... Ts>
inline vec<T, 4> spvGatherCompareSwizzle(sampler s, const thread Tex& t, Ts... params, uint sw)
{
if (sw)
{
switch (spvSwizzle(sw & 0xFF))
{
case spvSwizzle::none:
case spvSwizzle::red:
break;
case spvSwizzle::zero:
case spvSwizzle::green:
case spvSwizzle::blue:
case spvSwizzle::alpha:
return vec<T, 4>(0, 0, 0, 0);
case spvSwizzle::one:
return vec<T, 4>(1, 1, 1, 1);
}
}
return t.gather_compare(s, spvForward<Ts>(params)...);
}
fragment main0_out main0(main0_in in [[stage_in]], constant uint* spvSwizzleConstants [[buffer(30)]], array<texture2d<float>, 4> uSampler [[texture(0)]], array<sampler, 4> uSamplerSmplr [[sampler(0)]])
{
main0_out out = {};
constant uint32_t* uSamplerSwzl = &spvSwizzleConstants[0];
out.FragColor = spvTextureSwizzle(uSampler[2].sample(uSamplerSmplr[2], in.vUV), uSamplerSwzl[2]);
out.FragColor += spvTextureSwizzle(uSampler[1].sample(uSamplerSmplr[1], in.vUV), uSamplerSwzl[1]);
return out;
}