149 lines
7.2 KiB
GLSL
149 lines
7.2 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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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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// Returns 2D texture coords corresponding to 1D texel buffer coords
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static inline __attribute__((always_inline))
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uint2 spvTexelBufferCoord(uint tc)
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{
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return uint2(tc % 4096, tc / 4096);
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}
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template<typename T> struct spvRemoveReference { typedef T type; };
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template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };
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template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };
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template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
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{
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return static_cast<thread T&&>(x);
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}
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template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
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{
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return static_cast<thread T&&>(x);
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}
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enum class spvSwizzle : uint
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{
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none = 0,
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zero,
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one,
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red,
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green,
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blue,
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alpha
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};
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template<typename T>
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inline T spvGetSwizzle(vec<T, 4> x, T c, spvSwizzle s)
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{
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switch (s)
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{
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case spvSwizzle::none:
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return c;
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case spvSwizzle::zero:
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return 0;
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case spvSwizzle::one:
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return 1;
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case spvSwizzle::red:
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return x.r;
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case spvSwizzle::green:
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return x.g;
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case spvSwizzle::blue:
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return x.b;
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case spvSwizzle::alpha:
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return x.a;
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}
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}
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// Wrapper function that swizzles texture samples and fetches.
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template<typename T>
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inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)
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{
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if (!s)
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return x;
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return vec<T, 4>(spvGetSwizzle(x, x.r, spvSwizzle((s >> 0) & 0xFF)), spvGetSwizzle(x, x.g, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, x.b, spvSwizzle((s >> 16) & 0xFF)), spvGetSwizzle(x, x.a, spvSwizzle((s >> 24) & 0xFF)));
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}
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template<typename T>
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inline T spvTextureSwizzle(T x, uint s)
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{
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return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
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}
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// Wrapper function that swizzles texture gathers.
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template<typename T, template<typename, access = access::sample, typename = void> class Tex, typename... Ts>
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inline vec<T, 4> spvGatherSwizzle(const thread Tex<T>& t, sampler s, uint sw, component c, Ts... params) METAL_CONST_ARG(c)
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{
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if (sw)
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{
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switch (spvSwizzle((sw >> (uint(c) * 8)) & 0xFF))
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{
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case spvSwizzle::none:
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break;
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case spvSwizzle::zero:
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return vec<T, 4>(0, 0, 0, 0);
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case spvSwizzle::one:
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return vec<T, 4>(1, 1, 1, 1);
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case spvSwizzle::red:
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return t.gather(s, spvForward<Ts>(params)..., component::x);
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case spvSwizzle::green:
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return t.gather(s, spvForward<Ts>(params)..., component::y);
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case spvSwizzle::blue:
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return t.gather(s, spvForward<Ts>(params)..., component::z);
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case spvSwizzle::alpha:
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return t.gather(s, spvForward<Ts>(params)..., component::w);
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}
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}
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switch (c)
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{
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case component::x:
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return t.gather(s, spvForward<Ts>(params)..., component::x);
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case component::y:
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return t.gather(s, spvForward<Ts>(params)..., component::y);
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case component::z:
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return t.gather(s, spvForward<Ts>(params)..., component::z);
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case component::w:
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return t.gather(s, spvForward<Ts>(params)..., component::w);
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}
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}
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fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d<int> tex1d [[texture(0)]], texture2d<int> tex2d [[texture(1)]], texture3d<int> tex3d [[texture(2)]], texturecube<int> texCube [[texture(3)]], texture2d_array<int> tex2dArray [[texture(4)]], texturecube_array<int> texCubeArray [[texture(5)]], texture2d<int> texBuffer [[texture(6)]], sampler tex1dSmplr [[sampler(0)]], sampler tex2dSmplr [[sampler(1)]], sampler tex3dSmplr [[sampler(2)]], sampler texCubeSmplr [[sampler(3)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]])
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{
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constant uint& tex1dSwzl = spvSwizzleConstants[0];
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constant uint& tex2dSwzl = spvSwizzleConstants[1];
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constant uint& tex3dSwzl = spvSwizzleConstants[2];
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constant uint& texCubeSwzl = spvSwizzleConstants[3];
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constant uint& tex2dArraySwzl = spvSwizzleConstants[4];
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constant uint& texCubeArraySwzl = spvSwizzleConstants[5];
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float4 c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl));
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c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl));
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c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl));
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c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl));
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c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl));
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c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl));
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c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
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c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl));
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c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl));
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c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl));
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c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl));
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c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl));
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c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl));
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c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
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c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
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c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
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c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl));
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c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), tex3dSwzl));
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c = float4(spvTextureSwizzle(tex1d.read(uint(0)), tex1dSwzl));
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c = float4(spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), tex2dSwzl));
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c = float4(spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), tex3dSwzl));
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c = float4(spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), tex2dArraySwzl));
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c = float4(texBuffer.read(spvTexelBufferCoord(0)));
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c = float4(spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0)));
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c = float4(spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0)));
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c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0)));
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c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w))));
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}
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