efed4c9738
It's an array, not vector.
79 lines
2.9 KiB
GLSL
79 lines
2.9 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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constant spvUnsafeArray<float, 2> _27 = spvUnsafeArray<float, 2>({ 0.0, 0.0 });
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constant spvUnsafeArray<float, 4> _33 = spvUnsafeArray<float, 4>({ 0.0, 0.0, 0.0, 0.0 });
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struct main0_out
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{
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float4 gl_Position;
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};
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kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
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{
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(0.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(0.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(0.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(0.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(0.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(0.0);
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gl_out[gl_InvocationID].gl_Position = float4(1.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(2.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(3.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(4.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(5.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(6.0);
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}
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