SPIRV-Cross/reference/opt/shaders-msl/frag/nonuniform-qualifier.msl2.frag
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

51 lines
1.2 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 v[64];
};
struct SSBO
{
float4 v[1];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
int vIndex [[user(locn0)]];
float2 vUV [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant UBO* ubos_0 [[buffer(0)]], constant UBO* ubos_1 [[buffer(1)]], const device SSBO* ssbos_0 [[buffer(2)]], const device SSBO* ssbos_1 [[buffer(3)]], array<texture2d<float>, 8> uSamplers [[texture(0)]], array<texture2d<float>, 8> uCombinedSamplers [[texture(8)]], array<sampler, 7> uSamps [[sampler(0)]], array<sampler, 8> uCombinedSamplersSmplr [[sampler(7)]])
{
constant UBO* ubos[] =
{
ubos_0,
ubos_1,
};
const device SSBO* ssbos[] =
{
ssbos_0,
ssbos_1,
};
main0_out out = {};
int _24 = in.vIndex + 10;
int _35 = in.vIndex + 40;
out.FragColor = uSamplers[_24].sample(uSamps[_35], in.vUV);
out.FragColor = uCombinedSamplers[_24].sample(uCombinedSamplersSmplr[_24], in.vUV);
out.FragColor += ubos[(in.vIndex + 20)]->v[_35];
out.FragColor += ssbos[(in.vIndex + 50)]->v[in.vIndex + 60];
return out;
}