98 lines
2.5 KiB
GLSL
98 lines
2.5 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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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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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct UBO
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{
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float4 v;
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};
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struct spvDescriptorSetBuffer0
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{
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array<texture2d<float>, 10000> uSamplers [[id(0)]];
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array<sampler, 10000> uSamplersSmplr [[id(10000)]];
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};
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struct spvDescriptorSetBuffer1
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{
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spvUnsafeArray<constant thread UBO*, 10000> vs [[id(0)]];
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};
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struct spvDescriptorSetBuffer2
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{
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texture2d<float> uSampler [[id(0)]];
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sampler uSamplerSmplr [[id(1)]];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float2 vUV [[user(locn0)]];
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};
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static inline __attribute__((always_inline))
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float4 samp_array(thread const array<texture2d<float>, 10000> uSamplers, thread const array<sampler, 10000> uSamplersSmplr, thread float2& vUV, const device spvUnsafeArray<constant UBO*, 10000> (&vs))
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{
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return uSamplers[9999].sample(uSamplersSmplr[9999], vUV) + vs[5000]->v;
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}
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static inline __attribute__((always_inline))
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float4 samp_single(thread float2& vUV, thread texture2d<float> uSampler, thread const sampler uSamplerSmplr)
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{
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return uSampler.sample(uSamplerSmplr, vUV);
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}
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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)]])
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{
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main0_out out = {};
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out.FragColor = samp_array(spvDescriptorSet0.uSamplers, spvDescriptorSet0.uSamplersSmplr, in.vUV, spvDescriptorSet1.vs) + samp_single(in.vUV, spvDescriptorSet2.uSampler, spvDescriptorSet2.uSamplerSmplr);
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return out;
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}
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