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