SPIRV-Cross/reference/shaders-msl-no-opt/vulkan/frag/texture-access-function.swizzle.vk.frag

284 lines
14 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#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 main0_out
{
float4 fragColor [[color(0)]];
};
// Returns 2D texture coords corresponding to 1D texel buffer coords
<<<<<<< HEAD
inline uint2 spvTexelBufferCoord(uint tc)
=======
static inline __attribute__((always_inline))
uint2 spvTexelBufferCoord(uint tc)
>>>>>>> 22755a0c... Update the Metal shaders to account for changes in the shader compilation.
{
return uint2(tc % 4096, tc / 4096);
}
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> static inline __attribute__((always_inline)) constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
{
return static_cast<thread T&&>(x);
}
template<typename T> static inline __attribute__((always_inline)) constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
{
return static_cast<thread T&&>(x);
}
enum class spvSwizzle : uint
{
none = 0,
zero,
one,
red,
green,
blue,
alpha
};
template<typename T>
static inline __attribute__((always_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>
static inline __attribute__((always_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>
static inline __attribute__((always_inline))
T spvTextureSwizzle(T x, uint s)
{
return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
}
// Wrapper function that swizzles texture gathers.
<<<<<<< HEAD
template<typename T, template<typename, access = access::sample, typename = void> class Tex, typename... Ts>
inline vec<T, 4> spvGatherSwizzle(const thread Tex<T>& t, sampler s, uint sw, component c, Ts... params) METAL_CONST_ARG(c)
=======
template<typename T, typename Tex, typename... Ts>
static inline __attribute__((always_inline))
vec<T, 4> spvGatherSwizzle(sampler s, thread Tex const& t, Ts... params, component c, uint sw) METAL_CONST_ARG(c)
>>>>>>> 22755a0c... Update the Metal shaders to account for changes in the shader compilation.
{
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.
<<<<<<< HEAD
template<typename T, template<typename, access = access::sample, typename = void> class Tex, typename... Ts>
inline vec<T, 4> spvGatherCompareSwizzle(const thread Tex<T>& t, sampler s, uint sw, Ts... params)
=======
template<typename T, typename Tex, typename... Ts>
static inline __attribute__((always_inline))
vec<T, 4> spvGatherCompareSwizzle(sampler s, thread Tex const& t, Ts... params, uint sw)
>>>>>>> 22755a0c... Update the Metal shaders to account for changes in the shader compilation.
{
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)...);
}
<<<<<<< HEAD
inline float4 do_samples(thread const texture1d<float> t1, thread const sampler t1Smplr, constant uint& t1Swzl, thread const texture2d<float> t2, constant uint& t2Swzl, thread const texture3d<float> t3, thread const sampler t3Smplr, constant uint& t3Swzl, thread const texturecube<float> tc, constant uint& tcSwzl, thread const texture2d_array<float> t2a, thread const sampler t2aSmplr, constant uint& t2aSwzl, thread const texturecube_array<float> tca, thread const sampler tcaSmplr, constant uint& tcaSwzl, thread const texture2d<float> tb, thread const depth2d<float> d2, thread const sampler d2Smplr, constant uint& d2Swzl, thread const depthcube<float> dc, thread const sampler dcSmplr, constant uint& dcSwzl, thread const depth2d_array<float> d2a, constant uint& d2aSwzl, thread const depthcube_array<float> dca, thread const sampler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler)
=======
static inline __attribute__((always_inline))
float4 do_samples(thread const texture1d<float> t1, thread const sampler t1Smplr, constant uint& t1Swzl, thread const texture2d<float> t2, constant uint& t2Swzl, thread const texture3d<float> t3, thread const sampler t3Smplr, constant uint& t3Swzl, thread const texturecube<float> tc, constant uint& tcSwzl, thread const texture2d_array<float> t2a, thread const sampler t2aSmplr, constant uint& t2aSwzl, thread const texturecube_array<float> tca, thread const sampler tcaSmplr, constant uint& tcaSwzl, thread const texture2d<float> tb, thread const depth2d<float> d2, thread const sampler d2Smplr, constant uint& d2Swzl, thread const depthcube<float> dc, thread const sampler dcSmplr, constant uint& dcSwzl, thread const depth2d_array<float> d2a, constant uint& d2aSwzl, thread const depthcube_array<float> dca, thread const sampler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler)
>>>>>>> 22755a0c... Update the Metal shaders to account for changes in the shader compilation.
{
float4 c = spvTextureSwizzle(t1.sample(t1Smplr, 0.0), t1Swzl);
c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0)), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0)), t3Swzl);
c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0)), tcSwzl);
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z))), t2aSwzl);
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), tcaSwzl);
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z), d2Swzl);
c.x = spvTextureSwizzle(dc.sample_compare(dcSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, float4(0.0, 0.0, 0.0, 1.0).w), dcSwzl);
c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), float4(0.0, 0.0, 0.0, 1.0).w), d2aSwzl);
c.x = spvTextureSwizzle(dca.sample_compare(dcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), dcaSwzl);
c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl);
c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), t3Swzl);
float4 _119 = float4(0.0, 0.0, 1.0, 1.0);
_119.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, _119.xy / _119.z, float4(0.0, 0.0, 1.0, 1.0).z / _119.z), d2Swzl);
c = spvTextureSwizzle(t1.sample(t1Smplr, 0.0), t1Swzl);
c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0), level(0.0)), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0), level(0.0)), t3Swzl);
c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0), level(0.0)), tcSwzl);
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), t2aSwzl);
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), tcaSwzl);
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z, level(0.0)), d2Swzl);
c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl);
c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), t3Swzl);
float4 _153 = float4(0.0, 0.0, 1.0, 1.0);
_153.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, _153.xy / _153.z, float4(0.0, 0.0, 1.0, 1.0).z / _153.z, level(0.0)), d2Swzl);
c = spvTextureSwizzle(t1.read(uint(0)), t1Swzl);
c = spvTextureSwizzle(t2.read(uint2(int2(0)), 0), t2Swzl);
c = spvTextureSwizzle(t3.read(uint3(int3(0)), 0), t3Swzl);
c = spvTextureSwizzle(t2a.read(uint2(int3(0).xy), uint(int3(0).z), 0), t2aSwzl);
c = tb.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle(t2, defaultSampler, t2Swzl, component::x, float2(0.0), int2(0));
c = spvGatherSwizzle(tc, defaultSampler, tcSwzl, component::y, float3(0.0));
c = spvGatherSwizzle(t2a, t2aSmplr, t2aSwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(tca, tcaSmplr, tcaSwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
c = spvGatherCompareSwizzle(d2, d2Smplr, d2Swzl, float2(0.0), 1.0);
c = spvGatherCompareSwizzle(dc, dcSmplr, dcSwzl, float3(0.0), 1.0);
c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(dca, dcaSmplr, dcaSwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
return c;
}
fragment main0_out main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d<float> tex1d [[texture(0)]], texture2d<float> tex2d [[texture(1)]], texture3d<float> tex3d [[texture(2)]], texturecube<float> texCube [[texture(3)]], texture2d_array<float> tex2dArray [[texture(4)]], texturecube_array<float> texCubeArray [[texture(5)]], texture2d<float> texBuffer [[texture(6)]], depth2d<float> depth2d [[texture(7)]], depthcube<float> depthCube [[texture(8)]], depth2d_array<float> depth2dArray [[texture(9)]], depthcube_array<float> depthCubeArray [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]], sampler tex1dSmplr [[sampler(2)]], sampler tex3dSmplr [[sampler(3)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]], sampler depth2dSmplr [[sampler(6)]], sampler depthCubeSmplr [[sampler(7)]], sampler depthCubeArraySmplr [[sampler(8)]])
{
main0_out out = {};
constant uint& tex1dSwzl = spvSwizzleConstants[0];
constant uint& tex2dSwzl = spvSwizzleConstants[1];
constant uint& tex3dSwzl = spvSwizzleConstants[2];
constant uint& texCubeSwzl = spvSwizzleConstants[3];
constant uint& tex2dArraySwzl = spvSwizzleConstants[4];
constant uint& texCubeArraySwzl = spvSwizzleConstants[5];
constant uint& depth2dSwzl = spvSwizzleConstants[7];
constant uint& depthCubeSwzl = spvSwizzleConstants[8];
constant uint& depth2dArraySwzl = spvSwizzleConstants[9];
constant uint& depthCubeArraySwzl = spvSwizzleConstants[10];
out.fragColor = do_samples(tex1d, tex1dSmplr, tex1dSwzl, tex2d, tex2dSwzl, tex3d, tex3dSmplr, tex3dSwzl, texCube, texCubeSwzl, tex2dArray, tex2dArraySmplr, tex2dArraySwzl, texCubeArray, texCubeArraySmplr, texCubeArraySwzl, texBuffer, depth2d, depth2dSmplr, depth2dSwzl, depthCube, depthCubeSmplr, depthCubeSwzl, depth2dArray, depth2dArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
return out;
}