SPIRV-Cross/reference/shaders-msl/frag/input-attachment.arrayed-subpass.frag
Hans-Kristian Arntzen 5b952d2cbf MSL: Rethink how opaque descriptors are passed to leaf functions.
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.
2022-01-18 14:40:52 +01:00

26 lines
769 B
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
static inline __attribute__((always_inline))
float4 load_subpasses(texture2d_array<float> uInput, thread float4& gl_FragCoord, thread uint& gl_Layer)
{
return uInput.read(uint2(gl_FragCoord.xy), gl_Layer);
}
fragment main0_out main0(texture2d_array<float> uSubpass0 [[texture(0)]], texture2d_array<float> uSubpass1 [[texture(1)]], float4 gl_FragCoord [[position]], uint gl_Layer [[render_target_array_index]])
{
main0_out out = {};
out.FragColor = uSubpass0.read(uint2(gl_FragCoord.xy), gl_Layer) + load_subpasses(uSubpass1, gl_FragCoord, gl_Layer);
return out;
}