SPIRV-Cross/reference/shaders-msl/frag/nonuniform-qualifier.msl2.frag
2019-09-17 15:11:19 -04:00

99 lines
2.3 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#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 UBO
{
spvUnsafeArray<float4, 64> v;
};
struct SSBO
{
spvUnsafeArray<float4, 1> v;
};
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)]])
{
spvUnsafeArray<constant UBO*, 2> ubos =
{
ubos_0,
ubos_1,
};
spvUnsafeArray<const device SSBO*, 2> 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;
}