SPIRV-Cross/reference/shaders-msl/frag/lut-promotion.frag
2019-09-24 14:35:25 -04:00

93 lines
2.3 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
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];
}
};
constant spvUnsafeArray<float, 16> _16 = spvUnsafeArray<float, 16>({ 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0 });
constant spvUnsafeArray<float4, 4> _60 = spvUnsafeArray<float4, 4>({ float4(0.0), float4(1.0), float4(8.0), float4(5.0) });
constant spvUnsafeArray<float4, 4> _104 = spvUnsafeArray<float4, 4>({ float4(20.0), float4(30.0), float4(50.0), float4(60.0) });
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
int index [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.FragColor = _16[in.index];
if (in.index < 10)
{
out.FragColor += _16[in.index ^ 1];
}
else
{
out.FragColor += _16[in.index & 1];
}
if (in.index > 30)
{
out.FragColor += _60[in.index & 3].y;
}
else
{
out.FragColor += _60[in.index & 1].x;
}
spvUnsafeArray<float4, 4> foobar = spvUnsafeArray<float4, 4>({ float4(0.0), float4(1.0), float4(8.0), float4(5.0) });
if (in.index > 30)
{
foobar[1].z = 20.0;
}
out.FragColor += foobar[in.index & 3].z;
spvUnsafeArray<float4, 4> baz = spvUnsafeArray<float4, 4>({ float4(0.0), float4(1.0), float4(8.0), float4(5.0) });
baz = _104;
out.FragColor += baz[in.index & 3].z;
return out;
}