SPIRV-Cross/reference/opt/shaders-msl/masking/write-outputs.mask-clip-distance.vert
Hans-Kristian Arntzen c1edd35d57 MSL: Use spvUnsafeArray for builtin arrays after all.
It will get too messy to deal with constant initializers any other way,
so just deal with complexity in argument_decl instead ...
2021-04-19 12:10:49 +02:00

68 lines
1.4 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 main0_out
{
float4 v0 [[user(locn0)]];
float4 v1 [[user(locn1)]];
float4 gl_Position [[position]];
float gl_PointSize [[point_size]];
};
vertex main0_out main0()
{
main0_out out = {};
spvUnsafeArray<float, 2> gl_ClipDistance = {};
out.v0 = float4(1.0);
out.v1 = float4(2.0);
out.gl_Position = float4(3.0);
out.gl_PointSize = 4.0;
gl_ClipDistance[0] = 1.0;
gl_ClipDistance[1] = 0.5;
return out;
}