86 lines
2.2 KiB
GLSL
86 lines
2.2 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#pragma clang diagnostic ignored "-Wunused-variable"
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#include <metal_stdlib>
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#include <simd/simd.h>
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template <typename T, size_t Num>
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struct unsafe_array
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{
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T __Elements[Num ? Num : 1];
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constexpr size_t size() const thread { return Num; }
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constexpr size_t max_size() const thread { return Num; }
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constexpr bool empty() const thread { return Num == 0; }
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constexpr size_t size() const device { return Num; }
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constexpr size_t max_size() const device { return Num; }
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constexpr bool empty() const device { return Num == 0; }
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constexpr size_t size() const constant { return Num; }
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constexpr size_t max_size() const constant { return Num; }
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constexpr bool empty() const constant { return Num == 0; }
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constexpr size_t size() const threadgroup { return Num; }
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constexpr size_t max_size() const threadgroup { return Num; }
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constexpr bool empty() const threadgroup { return Num == 0; }
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thread T &operator[](size_t pos) thread
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{
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return __Elements[pos];
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}
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constexpr const thread T &operator[](size_t pos) const thread
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{
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return __Elements[pos];
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}
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device T &operator[](size_t pos) device
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{
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return __Elements[pos];
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}
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constexpr const device T &operator[](size_t pos) const device
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{
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return __Elements[pos];
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}
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constexpr const constant T &operator[](size_t pos) const constant
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{
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return __Elements[pos];
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}
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threadgroup T &operator[](size_t pos) threadgroup
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{
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return __Elements[pos];
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}
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constexpr const threadgroup T &operator[](size_t pos) const threadgroup
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{
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return __Elements[pos];
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}
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};
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using namespace metal;
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struct main0_out
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{
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float4 gl_Position [[position]];
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};
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static inline __attribute__((always_inline))
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float4 _main(thread const uint& vid, thread const uint& iid)
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{
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return float4(float(vid + iid));
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}
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vertex main0_out main0(uint gl_VertexIndex [[vertex_id]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseVertex [[base_vertex]], uint gl_BaseInstance [[base_instance]])
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{
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main0_out out = {};
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uint vid = (gl_VertexIndex - gl_BaseVertex);
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uint iid = (gl_InstanceIndex - gl_BaseInstance);
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uint param = vid;
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uint param_1 = iid;
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out.gl_Position = _main(param, param_1);
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return out;
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}
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