SPIRV-Cross/reference/shaders-msl/frag/fragment-component-padding.pad-fragment.frag

83 lines
1.9 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 main0_out
{
float4 FragColors_0 [[color(0)]];
float4 FragColors_1 [[color(1)]];
float4 FragColor2 [[color(2)]];
float4 FragColor3 [[color(3)]];
};
struct main0_in
{
float3 vColor [[user(locn0)]];
};
static inline __attribute__((always_inline))
void set_globals(thread spvUnsafeArray<float, 2> (&FragColors), thread float3& vColor, thread float2& FragColor2, thread float3& FragColor3)
{
FragColors[0] = vColor.x;
FragColors[1] = vColor.y;
FragColor2 = vColor.xz;
FragColor3 = vColor.zzz;
}
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<float, 2> FragColors = {};
float2 FragColor2 = {};
float3 FragColor3 = {};
set_globals(FragColors, in.vColor, FragColor2, FragColor3);
out.FragColors_0 = float4(FragColors[0]);
out.FragColors_1 = float4(FragColors[1]);
out.FragColor2.xy = FragColor2;
out.FragColor3.xyz = FragColor3;
return out;
}