0c0fd98322
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.
45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct P
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{
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float a;
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float b;
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};
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struct C
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{
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float a;
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float b;
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};
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struct main0_out
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{
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float c_a;
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float c_b;
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float4 gl_Position;
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};
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struct main0_patchOut
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{
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float m_11_b;
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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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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
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device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
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threadgroup P spvStorage_11[8];
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threadgroup P (&_11) = spvStorage_11[(gl_GlobalInvocationID.x / 4) % 8];
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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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_11.a = 1.0;
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patchOut.m_11_b = 2.0;
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gl_out[gl_InvocationID].c_a = 3.0;
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gl_out[gl_InvocationID].c_b = 4.0;
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gl_out[gl_InvocationID].gl_Position = float4(1.0);
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}
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