SPIRV-Cross/reference/shaders-msl/comp/packing-test-2.comp
Hans-Kristian Arntzen d92de00cc1 Rewrite how IDs are iterated over.
This is a fairly fundamental change on how IDs are handled.
It serves many purposes:

- Improve performance. We only need to iterate over IDs which are
  relevant at any one time.
- Makes sure we iterate through IDs in SPIR-V module declaration order
  rather than ID space. IDs don't have to be monotonically increasing,
  which was an assumption SPIRV-Cross used to have. It has apparently
  never been a problem until now.
- Support LUTs of structs. We do this by interleaving declaration of
  constants and struct types in SPIR-V module order.

To support this, the ParsedIR interface needed to change slightly.
Before setting any ID with variant_set<T> we let ParsedIR know
that an ID with a specific type has been added. The surface for change
should be minimal.

ParsedIR will maintain a per-type list of IDs which the cross-compiler
will need to consider for later.

Instead of looping over ir.ids[] (which can be extremely large), we loop
over types now, using:

ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) {
	handle_variable(var);
});

Now we make sure that we're never looking at irrelevant types.
2019-01-10 12:52:56 +01:00

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct T1
{
packed_float3 a;
float b;
};
struct Buffer0
{
T1 buf0[1];
};
struct Buffer1
{
float buf1[1];
};
constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
kernel void main0(device Buffer0& _14 [[buffer(1)]], device Buffer1& _24 [[buffer(2)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
float x = _14.buf0[0].b;
_24.buf1[gl_GlobalInvocationID.x] = x;
}