108 lines
2.4 KiB
GLSL
108 lines
2.4 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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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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constant float _16[16] = { 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0 };
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constant float4 _60[4] = { float4(0.0), float4(1.0), float4(8.0), float4(5.0) };
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constant float4 _104[4] = { float4(20.0), float4(30.0), float4(50.0), float4(60.0) };
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struct main0_out
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{
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float FragColor [[color(0)]];
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};
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struct main0_in
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{
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int index [[user(locn0)]];
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};
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template<typename T, uint A>
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void spvArrayCopyFromConstantToStack1(thread T (&dst)[A], constant T (&src)[A])
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{
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for (uint i = 0; i < A; i++)
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{
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dst[i] = src[i];
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}
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}
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template<typename T, uint A>
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void spvArrayCopyFromConstantToThreadGroup1(threadgroup T (&dst)[A], constant T (&src)[A])
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{
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for (uint i = 0; i < A; i++)
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{
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dst[i] = src[i];
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}
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}
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template<typename T, uint A>
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void spvArrayCopyFromStackToStack1(thread T (&dst)[A], thread const T (&src)[A])
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{
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for (uint i = 0; i < A; i++)
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{
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dst[i] = src[i];
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}
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}
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template<typename T, uint A>
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void spvArrayCopyFromStackToThreadGroup1(threadgroup T (&dst)[A], thread const T (&src)[A])
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{
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for (uint i = 0; i < A; i++)
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{
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dst[i] = src[i];
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}
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}
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template<typename T, uint A>
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void spvArrayCopyFromThreadGroupToStack1(thread T (&dst)[A], threadgroup const T (&src)[A])
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{
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for (uint i = 0; i < A; i++)
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{
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dst[i] = src[i];
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}
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}
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template<typename T, uint A>
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void spvArrayCopyFromThreadGroupToThreadGroup1(threadgroup T (&dst)[A], threadgroup const T (&src)[A])
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{
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for (uint i = 0; i < A; i++)
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{
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dst[i] = src[i];
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}
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}
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.FragColor = _16[in.index];
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if (in.index < 10)
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{
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out.FragColor += _16[in.index ^ 1];
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}
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else
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{
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out.FragColor += _16[in.index & 1];
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}
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if (in.index > 30)
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{
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out.FragColor += _60[in.index & 3].y;
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}
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else
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{
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out.FragColor += _60[in.index & 1].x;
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}
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float4 foobar[4] = { float4(0.0), float4(1.0), float4(8.0), float4(5.0) };
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if (in.index > 30)
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{
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foobar[1].z = 20.0;
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}
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out.FragColor += foobar[in.index & 3].z;
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float4 baz[4] = { float4(0.0), float4(1.0), float4(8.0), float4(5.0) };
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spvArrayCopyFromConstantToStack1(baz, _104);
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out.FragColor += baz[in.index & 3].z;
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return out;
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}
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