94 lines
2.3 KiB
GLSL
94 lines
2.3 KiB
GLSL
#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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float2 v0 [[user(locn0)]];
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float2 v1 [[user(locn1)]];
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float3 v2 [[user(locn2)]];
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float4 v3 [[user(locn3)]];
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float v4 [[user(locn4)]];
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float v5 [[user(locn5)]];
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float v6 [[user(locn6)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.v0 = in.Position.xy;
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out.v1 = in.Position.zw;
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out.v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
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out.v3 = in.Position.xxyy;
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out.v4 = in.Position.w;
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out.v5 = in.Position.y;
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out.v6 = in.Position.x * in.Position.w;
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out.gl_Position = in.Position;
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return out;
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}
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