SPIRV-Cross/reference/shaders-msl/frag/huge-argument-buffer.device-argument-buffer.argument.msl2.frag
Hans-Kristian Arntzen 2767257adc MSL: Do not declare array of UBO/SSBO as spvUnsafeArray<T>.
There is no need for these to be copied, and cuts down on template
stamping bloat.
2019-10-26 16:10:08 +02:00

59 lines
1.6 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 v;
};
struct spvDescriptorSetBuffer0
{
array<texture2d<float>, 10000> uSamplers [[id(0)]];
array<sampler, 10000> uSamplersSmplr [[id(10000)]];
};
struct spvDescriptorSetBuffer1
{
constant UBO* vs [[id(0)]][10000];
};
struct spvDescriptorSetBuffer2
{
texture2d<float> uSampler [[id(0)]];
sampler uSamplerSmplr [[id(1)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vUV [[user(locn0)]];
};
static inline __attribute__((always_inline))
float4 samp_array(thread const array<texture2d<float>, 10000> uSamplers, thread const array<sampler, 10000> uSamplersSmplr, thread float2& vUV, constant UBO* const device (&vs)[10000])
{
return uSamplers[9999].sample(uSamplersSmplr[9999], vUV) + vs[5000]->v;
}
static inline __attribute__((always_inline))
float4 samp_single(thread float2& vUV, thread texture2d<float> uSampler, thread const sampler uSamplerSmplr)
{
return uSampler.sample(uSamplerSmplr, vUV);
}
fragment main0_out main0(main0_in in [[stage_in]], const device spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], const device spvDescriptorSetBuffer1& spvDescriptorSet1 [[buffer(1)]], constant spvDescriptorSetBuffer2& spvDescriptorSet2 [[buffer(2)]])
{
main0_out out = {};
out.FragColor = samp_array(spvDescriptorSet0.uSamplers, spvDescriptorSet0.uSamplersSmplr, in.vUV, spvDescriptorSet1.vs) + samp_single(in.vUV, spvDescriptorSet2.uSampler, spvDescriptorSet2.uSamplerSmplr);
return out;
}