SPIRV-Cross/reference/opt/shaders-msl/masking/write-outputs-block.mask-location-0.multi-patch.msl2.tesc
Bill Hollings 0c0fd98322 MSL: Use var name instead of var-type name for flattened interface members.
This allows two variables of the same struct type to be flattened
into the same interface struct without a member name conflict.

Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag
unit test shader to demonstrate this.
2022-03-04 11:38:53 -05:00

45 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct P
{
float a;
float b;
};
struct C
{
float a;
float b;
};
struct main0_out
{
float c_a;
float c_b;
float4 gl_Position;
};
struct main0_patchOut
{
float m_11_b;
};
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)]])
{
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
threadgroup P spvStorage_11[8];
threadgroup P (&_11) = spvStorage_11[(gl_GlobalInvocationID.x / 4) % 8];
uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
_11.a = 1.0;
patchOut.m_11_b = 2.0;
gl_out[gl_InvocationID].c_a = 3.0;
gl_out[gl_InvocationID].c_b = 4.0;
gl_out[gl_InvocationID].gl_Position = float4(1.0);
}