68f0257f26
This makes it easier to debug codegen for these shaders.
93 lines
3.9 KiB
GLSL
93 lines
3.9 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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struct _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex
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{
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float4 _RESERVED_IDENTIFIER_FIXUP_gl_Position;
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float _RESERVED_IDENTIFIER_FIXUP_gl_PointSize;
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spvUnsafeArray<float, 1> _RESERVED_IDENTIFIER_FIXUP_gl_ClipDistance;
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spvUnsafeArray<float, 1> _RESERVED_IDENTIFIER_FIXUP_gl_CullDistance;
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};
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constant spvUnsafeArray<float4, 4> _17 = spvUnsafeArray<float4, 4>({ float4(0.0), float4(0.0), float4(0.0), float4(0.0) });
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constant spvUnsafeArray<float, 1> _45 = spvUnsafeArray<float, 1>({ 0.0 });
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constant spvUnsafeArray<float, 1> _46 = spvUnsafeArray<float, 1>({ 0.0 });
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struct main0_out
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{
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float4 foo;
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float4 gl_Position;
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float gl_PointSize;
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spvUnsafeArray<float, 1> gl_ClipDistance;
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spvUnsafeArray<float, 1> gl_CullDistance;
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};
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struct main0_patchOut
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{
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};
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
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{
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spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4> _32 = spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4>({ _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) } });
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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
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gl_out[gl_GlobalInvocationID.x % 4].foo = _17[gl_GlobalInvocationID.x % 4];
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gl_out[gl_GlobalInvocationID.x % 4].gl_Position = _32[gl_GlobalInvocationID.x % 4]._RESERVED_IDENTIFIER_FIXUP_gl_Position;
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gl_out[gl_GlobalInvocationID.x % 4].gl_PointSize = _32[gl_GlobalInvocationID.x % 4]._RESERVED_IDENTIFIER_FIXUP_gl_PointSize;
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gl_out[gl_GlobalInvocationID.x % 4].gl_ClipDistance = _32[gl_GlobalInvocationID.x % 4]._RESERVED_IDENTIFIER_FIXUP_gl_ClipDistance;
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gl_out[gl_GlobalInvocationID.x % 4].gl_CullDistance = _32[gl_GlobalInvocationID.x % 4]._RESERVED_IDENTIFIER_FIXUP_gl_CullDistance;
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device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
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threadgroup float4 spvStoragefoo_patch[8];
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threadgroup float4 (&foo_patch) = spvStoragefoo_patch[(gl_GlobalInvocationID.x / 4) % 8];
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foo_patch = float4(0.0);
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uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
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gl_out[gl_InvocationID].foo = float4(1.0);
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foo_patch = float4(2.0);
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gl_out[gl_InvocationID].gl_Position = float4(3.0);
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gl_out[gl_InvocationID].gl_PointSize = 4.0;
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}
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