SPIRV-Cross/reference/opt/shaders-msl/vulkan/vert/small-storage.vk.vert
Chip Davis 1fb27b4cda Add support for 8- and 16-bit types to GLSL and MSL.
In GLSL, 8-bit types require GL_EXT_shader_8bit_storage. 16-bit types
can use either GL_AMD_gpu_shader_int16/GL_AMD_gpu_shader_half_float or
GL_EXT_shader_16bit_storage.
2018-11-01 10:20:57 -05:00

49 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct block
{
short2 a;
ushort2 b;
char2 c;
uchar2 d;
half2 e;
};
struct storage
{
short3 f;
ushort3 g;
char3 h;
uchar3 i;
half3 j;
};
struct main0_out
{
short4 p [[user(locn0)]];
ushort4 q [[user(locn1)]];
half4 r [[user(locn2)]];
float4 gl_Position [[position]];
};
struct main0_in
{
short foo [[attribute(0)]];
ushort bar [[attribute(1)]];
half baz [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant block& _26 [[buffer(0)]], const device storage& _53 [[buffer(1)]])
{
main0_out out = {};
out.p = short4((int4(int(in.foo)) + int4(int2(_26.a), int2(_26.c))) - int4(int3(_53.f) / int3(_53.h), 1));
out.q = ushort4((uint4(uint(in.bar)) + uint4(uint2(_26.b), uint2(_26.d))) - uint4(uint3(_53.g) / uint3(_53.i), 1u));
out.r = half4((float4(float(in.baz)) + float4(float2(_26.e), 0.0, 1.0)) - float4(float3(_53.j), 1.0));
out.gl_Position = float4(0.0, 0.0, 0.0, 1.0);
return out;
}