SPIRV-Cross/reference/shaders-msl/frag/in_mat.frag
Bill Hollings 40141ffddf MSL: Selectively enable fast-math in MSL code to match Vulkan CTS results.
Based on CTS testing, math optimizations between MSL and Vulkan are inconsistent.
In some cases, enabling MSL's fast-math compilation option matches Vulkan's math
results. In other cases, disabling it does. Broadly enabling or disabling fast-math
across all shaders results in some CTS test failures either way.

To fix this, selectively enable/disable fast-math optimizations in the MSL code,
using metal::fast and metal::precise function namespaces, where supported, and
the [[clang::optnone]] function attribute otherwise.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
2021-09-22 18:58:31 -04:00

38 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 outFragColor [[color(0)]];
};
struct main0_in
{
float3 inPos [[user(locn0)]];
float3 inNormal [[user(locn1)]];
float4 inInvModelView_0 [[user(locn2)]];
float4 inInvModelView_1 [[user(locn3)]];
float4 inInvModelView_2 [[user(locn4)]];
float4 inInvModelView_3 [[user(locn5)]];
float inLodBias [[user(locn6)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> samplerColor [[texture(0)]], sampler samplerColorSmplr [[sampler(0)]])
{
main0_out out = {};
float4x4 inInvModelView = {};
inInvModelView[0] = in.inInvModelView_0;
inInvModelView[1] = in.inInvModelView_1;
inInvModelView[2] = in.inInvModelView_2;
inInvModelView[3] = in.inInvModelView_3;
float3 cI = fast::normalize(in.inPos);
float3 cR = reflect(cI, fast::normalize(in.inNormal));
cR = float3((inInvModelView * float4(cR, 0.0)).xyz);
cR.x *= (-1.0);
out.outFragColor = samplerColor.sample(samplerColorSmplr, cR, bias(in.inLodBias));
return out;
}