SPIRV-Cross/reference/shaders-msl/frag/nonuniform-qualifier.msl2.frag
Hans-Kristian Arntzen 532f65583e Rewrite how non-uniform qualifiers are handled.
Remove all shenanigans with propagation, and only consume nonuniform
qualifiers exactly where needed (last minute).
2021-04-22 16:03:08 +02:00

57 lines
1.3 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 v[64];
};
struct SSBO
{
float4 v[1];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
int vIndex [[user(locn0)]];
float2 vUV [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant UBO* ubos_0 [[buffer(0)]], constant UBO* ubos_1 [[buffer(1)]], const device SSBO* ssbos_0 [[buffer(2)]], const device SSBO* ssbos_1 [[buffer(3)]], array<texture2d<float>, 8> uSamplers [[texture(0)]], array<texture2d<float>, 8> uCombinedSamplers [[texture(8)]], array<sampler, 7> uSamps [[sampler(0)]], array<sampler, 8> uCombinedSamplersSmplr [[sampler(7)]])
{
constant UBO* ubos[] =
{
ubos_0,
ubos_1,
};
const device SSBO* ssbos[] =
{
ssbos_0,
ssbos_1,
};
main0_out out = {};
int i = in.vIndex;
int _25 = i + 10;
int _37 = i + 40;
out.FragColor = uSamplers[_25].sample(uSamps[_37], in.vUV);
int _53 = i + 10;
out.FragColor = uCombinedSamplers[_53].sample(uCombinedSamplersSmplr[_53], in.vUV);
int _69 = i + 20;
int _73 = i + 40;
out.FragColor += ubos[_69]->v[_73];
int _87 = i + 50;
int _91 = i + 60;
out.FragColor += ssbos[_87]->v[_91];
return out;
}