SPIRV-Cross/reference/opt/shaders-msl/frag/huge-argument-buffer.device-argument-buffer.argument.msl2.frag
Hans-Kristian Arntzen 2767257adc MSL: Do not declare array of UBO/SSBO as spvUnsafeArray<T>.
There is no need for these to be copied, and cuts down on template
stamping bloat.
2019-10-26 16:10:08 +02:00

45 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 v;
};
struct spvDescriptorSetBuffer0
{
array<texture2d<float>, 10000> uSamplers [[id(0)]];
array<sampler, 10000> uSamplersSmplr [[id(10000)]];
};
struct spvDescriptorSetBuffer1
{
constant UBO* vs [[id(0)]][10000];
};
struct spvDescriptorSetBuffer2
{
texture2d<float> uSampler [[id(0)]];
sampler uSamplerSmplr [[id(1)]];
};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float2 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], const device spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], const device spvDescriptorSetBuffer1& spvDescriptorSet1 [[buffer(1)]], constant spvDescriptorSetBuffer2& spvDescriptorSet2 [[buffer(2)]])
{
main0_out out = {};
out.FragColor = (spvDescriptorSet0.uSamplers[9999].sample(spvDescriptorSet0.uSamplersSmplr[9999], in.vUV) + spvDescriptorSet1.vs[5000]->v) + spvDescriptorSet2.uSampler.sample(spvDescriptorSet2.uSamplerSmplr, in.vUV);
return out;
}