5b952d2cbf
We were passing arrays by value which the compiler fails to optimize, causing abyssal performance. To fix this, we need to consider that descriptors can be in constant or const device address spaces. Also, lone descriptors are passed by value, so we explicitly remove address space qualifiers. One failure case is when shader passes a texture/sampler array as an argument. It's all UniformConstant in SPIR-V, but in MSL it might be thread, const device or constant, so that won't work ... Global variable use works fine though, and that should cover 99.9999999% of use cases.
33 lines
719 B
GLSL
33 lines
719 B
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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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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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vColor [[user(locn0)]];
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float2 vTex [[user(locn1)]];
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};
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static inline __attribute__((always_inline))
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float4 sample_texture(texture2d<float> tex, sampler texSmplr, thread const float2& uv)
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{
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return tex.sample(texSmplr, uv);
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}
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]])
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{
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main0_out out = {};
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float2 param = in.vTex;
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out.FragColor = in.vColor * sample_texture(uTex, uTexSmplr, param);
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return out;
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}
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