SPIRV-Cross/reference/shaders-msl/comp/copy-array-of-arrays.comp
Hans-Kristian Arntzen f6f849397e MSL: Re-roll array expressions in initializers.
We cannot rely on copy path when using an array as part of a struct
initializer, so reroll such expressions to an initializer list again.
2019-07-10 11:19:33 +02:00

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct BUF
{
int a;
float b;
float c;
};
constant float _16[2] = { 1.0, 2.0 };
constant float _19[2] = { 3.0, 4.0 };
constant float _20[2][2] = { { 1.0, 2.0 }, { 3.0, 4.0 } };
constant float _21[2][2][2] = { { { 1.0, 2.0 }, { 3.0, 4.0 } }, { { 1.0, 2.0 }, { 3.0, 4.0 } } };
// Implementation of an array copy function to cover GLSL's ability to copy an array via assignment.
template<typename T, uint N>
void spvArrayCopyFromStack1(thread T (&dst)[N], thread const T (&src)[N])
{
for (uint i = 0; i < N; dst[i] = src[i], i++);
}
template<typename T, uint N>
void spvArrayCopyFromConstant1(thread T (&dst)[N], constant T (&src)[N])
{
for (uint i = 0; i < N; dst[i] = src[i], i++);
}
template<typename T, uint A, uint B>
void spvArrayCopyFromStack2(thread T (&dst)[A][B], thread const T (&src)[A][B])
{
for (uint i = 0; i < A; i++)
{
spvArrayCopyFromStack1(dst[i], src[i]);
}
}
template<typename T, uint A, uint B>
void spvArrayCopyFromConstant2(thread T (&dst)[A][B], constant T (&src)[A][B])
{
for (uint i = 0; i < A; i++)
{
spvArrayCopyFromConstant1(dst[i], src[i]);
}
}
template<typename T, uint A, uint B, uint C>
void spvArrayCopyFromStack3(thread T (&dst)[A][B][C], thread const T (&src)[A][B][C])
{
for (uint i = 0; i < A; i++)
{
spvArrayCopyFromStack2(dst[i], src[i]);
}
}
template<typename T, uint A, uint B, uint C>
void spvArrayCopyFromConstant3(thread T (&dst)[A][B][C], constant T (&src)[A][B][C])
{
for (uint i = 0; i < A; i++)
{
spvArrayCopyFromConstant2(dst[i], src[i]);
}
}
kernel void main0(device BUF& o [[buffer(0)]])
{
float c[2][2][2];
spvArrayCopyFromConstant3(c, _21);
o.a = int(c[1][1][1]);
float _43[2] = { o.b, o.c };
float _48[2] = { o.b, o.b };
float _49[2][2] = { { _43[0], _43[1] }, { _48[0], _48[1] } };
float _54[2] = { o.c, o.c };
float _59[2] = { o.c, o.b };
float _60[2][2] = { { _54[0], _54[1] }, { _59[0], _59[1] } };
float _61[2][2][2] = { { { _49[0][0], _49[0][1] }, { _49[1][0], _49[1][1] } }, { { _60[0][0], _60[0][1] }, { _60[1][0], _60[1][1] } } };
float d[2][2][2];
spvArrayCopyFromStack3(d, _61);
float e[2][2][2];
spvArrayCopyFromStack3(e, d);
o.b = e[1][0][1];
}