4b99fdd5d0
Two varyings (vertex outputs/fragment inputs) might have the same location but be in different components--e.g. the compiler may have packed what were two different varyings into a single varying vector. Giving both varyings the same `[[user]]` attribute won't work--it may yield unexpected results, or flat out fail to link. We could eventually pack such varyings into a single vector, but that would require us to handle the case where the varyings are different types--e.g. a `float` and a `uint` packed into the same vector. For now, it seems most prudent to give them unique `[[user]]` locations and let Apple's compiler work out the best way to pack them.
38 lines
801 B
GLSL
38 lines
801 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 o0 [[color(0)]];
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};
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struct main0_in
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{
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float2 m_2 [[user(locn1)]];
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float m_3 [[user(locn1_2)]];
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float m_4 [[user(locn2), flat]];
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uint m_5 [[user(locn2_1)]];
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uint m_6 [[user(locn2_2)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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float4 v1;
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v1 = float4(in.m_2.x, in.m_2.y, v1.z, v1.w);
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v1.z = in.m_3;
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float4 v2;
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v2.x = in.m_4;
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v2.y = as_type<float>(in.m_5);
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v2.z = as_type<float>(in.m_6);
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float4 r0;
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r0.x = as_type<float>(as_type<int>(v2.y) + as_type<int>(v2.z));
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out.o0.y = float(as_type<uint>(r0.x));
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out.o0.x = v1.y + v2.x;
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out.o0 = float4(out.o0.x, out.o0.y, v1.z, v1.x);
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return out;
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}
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