c1edd35d57
It will get too messy to deal with constant initializers any other way, so just deal with complexity in argument_decl instead ...
101 lines
3.2 KiB
GLSL
101 lines
3.2 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct C
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{
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float4 v;
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};
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struct P
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{
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float4 v;
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};
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struct gl_PerVertex
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{
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float4 gl_Position;
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float gl_PointSize;
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spvUnsafeArray<float, 1> gl_ClipDistance;
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spvUnsafeArray<float, 1> gl_CullDistance;
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};
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constant spvUnsafeArray<float, 1> _51 = spvUnsafeArray<float, 1>({ 0.0 });
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constant spvUnsafeArray<float, 1> _52 = spvUnsafeArray<float, 1>({ 0.0 });
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struct main0_out
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{
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float4 C_v;
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float gl_PointSize;
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spvUnsafeArray<float, 1> gl_ClipDistance;
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spvUnsafeArray<float, 1> gl_CullDistance;
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};
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struct main0_patchOut
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{
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float4 P_v;
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};
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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)]])
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{
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spvUnsafeArray<C, 4> _18 = spvUnsafeArray<C, 4>({ C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) } });
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spvUnsafeArray<gl_PerVertex, 4> _33 = spvUnsafeArray<gl_PerVertex, 4>({ gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) } });
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threadgroup gl_PerVertex gl_out_masked[4];
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
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gl_out[gl_InvocationID].C_v = _18[gl_InvocationID].v;
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gl_out[gl_InvocationID].gl_PointSize = _33[gl_InvocationID].gl_PointSize;
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gl_out[gl_InvocationID].gl_ClipDistance = _33[gl_InvocationID].gl_ClipDistance;
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gl_out[gl_InvocationID].gl_CullDistance = _33[gl_InvocationID].gl_CullDistance;
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gl_out_masked[gl_InvocationID] = _33[gl_InvocationID];
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device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
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patchOut.P_v = float4(0.0);
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gl_out[gl_InvocationID].C_v = float4(1.0);
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patchOut.P_v = float4(2.0);
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gl_out_masked[gl_InvocationID].gl_Position = float4(3.0);
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gl_out[gl_InvocationID].gl_PointSize = 4.0;
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}
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