SPIRV-Cross/reference/shaders-msl/frag/huge-argument-buffer.device-argument-buffer.argument.msl2.frag
2019-10-21 18:55:36 -04:00

98 lines
2.5 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 UBO
{
float4 v;
};
struct spvDescriptorSetBuffer0
{
array<texture2d<float>, 10000> uSamplers [[id(0)]];
array<sampler, 10000> uSamplersSmplr [[id(10000)]];
};
struct spvDescriptorSetBuffer1
{
spvUnsafeArray<constant thread UBO*, 10000> vs [[id(0)]];
};
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, const device spvUnsafeArray<constant UBO*, 10000> (&vs))
{
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;
}