SPIRV-Cross/reference/shaders-msl/frag/sample-depth-propagate-state-from-resource.frag
Hans-Kristian Arntzen 5b952d2cbf MSL: Rethink how opaque descriptors are passed to leaf functions.
We were passing arrays by value which the compiler fails to optimize,
causing abyssal performance. To fix this, we need to consider that
descriptors can be in constant or const device address spaces.

Also, lone descriptors are passed by value, so we explicitly remove address
space qualifiers.

One failure case is when shader passes a texture/sampler array as an
argument. It's all UniformConstant in SPIR-V, but in MSL it might be
thread, const device or constant, so that won't work ...
Global variable use works fine though, and that should cover 99.9999999%
of use cases.
2022-01-18 14:40:52 +01:00

44 lines
1.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
static inline __attribute__((always_inline))
float sample_normal2(depth2d<float> tex, sampler uSampler, thread float3& vUV)
{
return float4(tex.sample(uSampler, vUV.xy)).x;
}
static inline __attribute__((always_inline))
float sample_normal(depth2d<float> tex, sampler uSampler, thread float3& vUV)
{
return sample_normal2(tex, uSampler, vUV);
}
static inline __attribute__((always_inline))
float sample_comp(depth2d<float> tex, thread float3& vUV, sampler uSamplerShadow)
{
return tex.sample_compare(uSamplerShadow, vUV.xy, vUV.z);
}
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uTexture [[texture(0)]], sampler uSampler [[sampler(0)]], sampler uSamplerShadow [[sampler(1)]])
{
main0_out out = {};
out.FragColor = sample_normal(uTexture, uSampler, in.vUV);
out.FragColor += sample_comp(uTexture, in.vUV, uSamplerShadow);
return out;
}