SPIRV-Cross/reference/shaders-msl/comp/packing-test-1.comp
Hans-Kristian Arntzen e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
We used to use the Binding decoration for this, but this method is
hopelessly broken. If no explicit MSL resource remapping exists, we
remap automatically in a manner which should always "just work".
2019-06-21 12:54:08 +02:00

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct T1
{
float3 a;
float b;
};
struct T1_1
{
packed_float3 a;
float b;
};
struct Buffer0
{
T1_1 buf0[1];
};
struct Buffer1
{
float buf1[1];
};
constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(32u, 1u, 1u);
kernel void main0(device Buffer0& _15 [[buffer(0)]], device Buffer1& _34 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
T1 v;
v.a = float3(_15.buf0[0].a);
v.b = _15.buf0[0].b;
float x = v.b;
_34.buf1[gl_GlobalInvocationID.x] = x;
}