SPIRV-Cross/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag
Bill Hollings ec054dad7f MSL: Support synthetic functions in function constants.
Emit synthetic functions before function constants.
Support use of spvQuantizeToF16() in function constants for numerical
behavior consistency with the op code.
Ensure subnormal results from OpQuantizeToF16 are flushed to zero per SPIR-V spec.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Any MSL reference shader that inclues a synthetic function is affected,
since the location it is emitted has changed.
2021-09-28 19:10:16 -04:00

62 lines
1.8 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
static inline __attribute__((always_inline))
float3 spvCubemapTo2DArrayFace(float3 P)
{
float3 Coords = abs(P.xyz);
float CubeFace = 0;
float ProjectionAxis = 0;
float u = 0;
float v = 0;
if (Coords.x >= Coords.y && Coords.x >= Coords.z)
{
CubeFace = P.x >= 0 ? 0 : 1;
ProjectionAxis = Coords.x;
u = P.x >= 0 ? -P.z : P.z;
v = -P.y;
}
else if (Coords.y >= Coords.x && Coords.y >= Coords.z)
{
CubeFace = P.y >= 0 ? 2 : 3;
ProjectionAxis = Coords.y;
u = P.x;
v = P.y >= 0 ? P.z : -P.z;
}
else
{
CubeFace = P.z >= 0 ? 4 : 5;
ProjectionAxis = Coords.z;
u = P.z >= 0 ? P.x : -P.x;
v = -P.y;
}
u = 0.5 * (u/ProjectionAxis + 1);
v = 0.5 * (v/ProjectionAxis + 1);
return float3(u, v, CubeFace);
}
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float4 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texture2d_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
{
main0_out out = {};
float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u));
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
out.FragColor = (a + b) + c;
return out;
}