SPIRV-Cross/reference/shaders-msl/frag/fragment-component-padding.pad-fragment.frag
Hans-Kristian Arntzen b8033d7525 MSL: Add option to pad fragment outputs.
If not enough components are provided in the shader,
the shader MSL compiler throws an error rather than make components
undefined. This hurts portability, so we need to add explicit padding
here.
2019-01-14 15:11:52 +01:00

43 lines
1018 B
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
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)]];
};
void set_globals(thread float (&FragColors)[2], 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 = {};
float FragColors[2] = {};
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 = FragColor2.xyyy;
out.FragColor3 = FragColor3.xyzz;
return out;
}