SPIRV-Cross/reference/shaders-msl-no-opt/asm/masking/initializers-block.mask-point-size.msl2.asm.tesc

101 lines
3.2 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct C
{
float4 v;
};
struct P
{
float4 v;
};
struct gl_PerVertex
{
float4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[1];
};
constant spvUnsafeArray<float, 1> _51 = spvUnsafeArray<float, 1>({ 0.0 });
constant spvUnsafeArray<float, 1> _52 = spvUnsafeArray<float, 1>({ 0.0 });
struct main0_out
{
float4 C_v;
float4 gl_Position;
float gl_ClipDistance[1];
float gl_CullDistance[1];
};
struct main0_patchOut
{
float4 P_v;
};
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 main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
spvUnsafeArray<C, 4> _18 = spvUnsafeArray<C, 4>({ C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) } });
spvUnsafeArray<gl_PerVertex, 4> _33 = spvUnsafeArray<gl_PerVertex, 4>({ gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) } });
threadgroup gl_PerVertex gl_out_masked[4];
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
gl_out[gl_InvocationID].C_v = _18[gl_InvocationID].v;
gl_out[gl_InvocationID].gl_Position = _33[gl_InvocationID].gl_Position;
gl_out[gl_InvocationID].gl_ClipDistance[0] = _33[gl_InvocationID].gl_ClipDistance[0];
gl_out[gl_InvocationID].gl_CullDistance[0] = _33[gl_InvocationID].gl_CullDistance[0];
gl_out_masked[gl_InvocationID] = _33[gl_InvocationID];
device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
patchOut.P_v = float4(0.0);
gl_out[gl_InvocationID].C_v = float4(1.0);
patchOut.P_v = float4(2.0);
gl_out[gl_InvocationID].gl_Position = float4(3.0);
gl_out_masked[gl_InvocationID].gl_PointSize = 4.0;
}