9da21c24a4
This CL rolls the GLSLang and SPIRV-Tools dependencies to tip-of-tree and updates the tests as required.
200 lines
6.5 KiB
GLSL
200 lines
6.5 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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struct attr_desc
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{
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int type;
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int attribute_size;
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int starting_offset;
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int stride;
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int swap_bytes;
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int is_volatile;
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};
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struct VertexBuffer
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{
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float4x4 scale_offset_mat;
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uint vertex_base_index;
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int4 input_attributes[16];
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};
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struct VertexConstantsBuffer
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{
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float4 vc[16];
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};
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struct main0_out
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{
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float4 tc0 [[user(locn0)]];
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float4 back_color [[user(locn10)]];
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float4 gl_Position [[position]];
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};
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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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static inline __attribute__((always_inline))
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attr_desc fetch_desc(thread const int& location, constant VertexBuffer& v_227)
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{
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int attribute_flags = v_227.input_attributes[location].w;
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attr_desc result;
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result.type = v_227.input_attributes[location].x;
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result.attribute_size = v_227.input_attributes[location].y;
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result.starting_offset = v_227.input_attributes[location].z;
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result.stride = attribute_flags & 255;
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result.swap_bytes = (attribute_flags >> 8) & 1;
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result.is_volatile = (attribute_flags >> 9) & 1;
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return result;
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}
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static inline __attribute__((always_inline))
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uint get_bits(thread const uint4& v, thread const int& swap)
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{
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if (swap != 0)
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{
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return ((v.w | (v.z << uint(8))) | (v.y << uint(16))) | (v.x << uint(24));
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}
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return ((v.x | (v.y << uint(8))) | (v.z << uint(16))) | (v.w << uint(24));
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}
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static inline __attribute__((always_inline))
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float4 fetch_attr(thread const attr_desc& desc, thread const int& vertex_id, thread const texture2d<uint> input_stream)
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{
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float4 result = float4(0.0, 0.0, 0.0, 1.0);
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bool reverse_order = false;
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int first_byte = (vertex_id * desc.stride) + desc.starting_offset;
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uint4 tmp;
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for (int n = 0; n < 4; n++)
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{
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if (n == desc.attribute_size)
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{
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break;
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}
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switch (desc.type)
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{
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case 0:
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{
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int _131 = first_byte;
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first_byte = _131 + 1;
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tmp.x = input_stream.read(spvTexelBufferCoord(_131)).x;
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int _138 = first_byte;
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first_byte = _138 + 1;
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tmp.y = input_stream.read(spvTexelBufferCoord(_138)).x;
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uint4 param = tmp;
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int param_1 = desc.swap_bytes;
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result[n] = float(get_bits(param, param_1));
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break;
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}
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case 1:
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{
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int _156 = first_byte;
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first_byte = _156 + 1;
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tmp.x = input_stream.read(spvTexelBufferCoord(_156)).x;
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int _163 = first_byte;
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first_byte = _163 + 1;
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tmp.y = input_stream.read(spvTexelBufferCoord(_163)).x;
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int _170 = first_byte;
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first_byte = _170 + 1;
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tmp.z = input_stream.read(spvTexelBufferCoord(_170)).x;
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int _177 = first_byte;
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first_byte = _177 + 1;
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tmp.w = input_stream.read(spvTexelBufferCoord(_177)).x;
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uint4 param_2 = tmp;
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int param_3 = desc.swap_bytes;
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result[n] = as_type<float>(get_bits(param_2, param_3));
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break;
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}
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case 2:
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{
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int _195 = first_byte;
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first_byte = _195 + 1;
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result[n] = float(input_stream.read(spvTexelBufferCoord(_195)).x);
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reverse_order = desc.swap_bytes != 0;
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break;
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}
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}
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}
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float4 _210;
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if (reverse_order)
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{
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_210 = result.wzyx;
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}
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else
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{
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_210 = result;
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}
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return _210;
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}
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static inline __attribute__((always_inline))
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float4 read_location(thread const int& location, constant VertexBuffer& v_227, thread uint& gl_VertexIndex, thread texture2d<uint> buff_in_2, thread texture2d<uint> buff_in_1)
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{
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int param = location;
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attr_desc desc = fetch_desc(param, v_227);
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int vertex_id = int(gl_VertexIndex) - int(v_227.vertex_base_index);
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if (desc.is_volatile != 0)
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{
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attr_desc param_1 = desc;
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int param_2 = vertex_id;
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return fetch_attr(param_1, param_2, buff_in_2);
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}
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else
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{
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attr_desc param_3 = desc;
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int param_4 = vertex_id;
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return fetch_attr(param_3, param_4, buff_in_1);
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}
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}
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static inline __attribute__((always_inline))
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void vs_adjust(thread float4& dst_reg0, thread float4& dst_reg1, thread float4& dst_reg7, constant VertexBuffer& v_227, thread uint& gl_VertexIndex, thread texture2d<uint> buff_in_2, thread texture2d<uint> buff_in_1, constant VertexConstantsBuffer& v_309)
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{
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int param = 3;
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float4 in_diff_color = read_location(param, v_227, gl_VertexIndex, buff_in_2, buff_in_1);
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int param_1 = 0;
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float4 in_pos = read_location(param_1, v_227, gl_VertexIndex, buff_in_2, buff_in_1);
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int param_2 = 8;
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float4 in_tc0 = read_location(param_2, v_227, gl_VertexIndex, buff_in_2, buff_in_1);
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dst_reg1 = in_diff_color * v_309.vc[13];
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float4 tmp0;
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tmp0.x = float4(dot(float4(in_pos.xyz, 1.0), v_309.vc[4])).x;
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tmp0.y = float4(dot(float4(in_pos.xyz, 1.0), v_309.vc[5])).y;
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tmp0.z = float4(dot(float4(in_pos.xyz, 1.0), v_309.vc[6])).z;
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float4 tmp1;
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tmp1 = float4(in_tc0.xy.x, in_tc0.xy.y, tmp1.z, tmp1.w);
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tmp1.z = v_309.vc[15].x;
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dst_reg7.y = float4(dot(float4(tmp1.xyz, 1.0), v_309.vc[8])).y;
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dst_reg7.x = float4(dot(float4(tmp1.xyz, 1.0), v_309.vc[7])).x;
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dst_reg0.y = float4(dot(float4(tmp0.xyz, 1.0), v_309.vc[1])).y;
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dst_reg0.x = float4(dot(float4(tmp0.xyz, 1.0), v_309.vc[0])).x;
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}
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vertex main0_out main0(constant VertexBuffer& v_227 [[buffer(0)]], constant VertexConstantsBuffer& v_309 [[buffer(1)]], texture2d<uint> buff_in_2 [[texture(0)]], texture2d<uint> buff_in_1 [[texture(1)]], uint gl_VertexIndex [[vertex_id]])
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{
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main0_out out = {};
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float4 dst_reg0 = float4(0.0, 0.0, 0.0, 1.0);
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float4 dst_reg1 = float4(0.0);
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float4 dst_reg7 = float4(0.0);
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float4 param = dst_reg0;
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float4 param_1 = dst_reg1;
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float4 param_2 = dst_reg7;
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vs_adjust(param, param_1, param_2, v_227, gl_VertexIndex, buff_in_2, buff_in_1, v_309);
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dst_reg0 = param;
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dst_reg1 = param_1;
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dst_reg7 = param_2;
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out.gl_Position = dst_reg0;
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out.back_color = dst_reg1;
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out.tc0 = dst_reg7;
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out.gl_Position *= v_227.scale_offset_mat;
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return out;
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}
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