SPIRV-Cross/reference/shaders-msl-no-opt/asm/masking/initializers.mask-location-1.asm.tesc
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

90 lines
3.6 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 _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex
{
float4 _RESERVED_IDENTIFIER_FIXUP_gl_Position;
float _RESERVED_IDENTIFIER_FIXUP_gl_PointSize;
spvUnsafeArray<float, 1> _RESERVED_IDENTIFIER_FIXUP_gl_ClipDistance;
spvUnsafeArray<float, 1> _RESERVED_IDENTIFIER_FIXUP_gl_CullDistance;
};
constant spvUnsafeArray<float4, 4> _15 = spvUnsafeArray<float4, 4>({ float4(0.0), float4(0.0), float4(0.0), float4(0.0) });
constant spvUnsafeArray<float, 1> _45 = spvUnsafeArray<float, 1>({ 0.0 });
constant spvUnsafeArray<float, 1> _46 = spvUnsafeArray<float, 1>({ 0.0 });
struct main0_out
{
float4 foo;
float4 gl_Position;
float gl_PointSize;
spvUnsafeArray<float, 1> gl_ClipDistance;
spvUnsafeArray<float, 1> gl_CullDistance;
};
struct main0_patchOut
{
};
kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4> _29 = spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4>({ _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) } });
threadgroup float4 foo_patch;
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
gl_out[gl_InvocationID].foo = _15[gl_InvocationID];
gl_out[gl_InvocationID].gl_Position = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position;
gl_out[gl_InvocationID].gl_PointSize = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSize;
gl_out[gl_InvocationID].gl_ClipDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_ClipDistance;
gl_out[gl_InvocationID].gl_CullDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_CullDistance;
device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
foo_patch = float4(0.0);
gl_out[gl_InvocationID].foo = float4(1.0);
foo_patch = float4(2.0);
gl_out[gl_InvocationID].gl_Position = float4(3.0);
gl_out[gl_InvocationID].gl_PointSize = 4.0;
}