SPIRV-Cross/reference/shaders-msl/vert/out-block-with-struct-array.vert
Bill Hollings 0c0fd98322 MSL: Use var name instead of var-type name for flattened interface members.
This allows two variables of the same struct type to be flattened
into the same interface struct without a member name conflict.

Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag
unit test shader to demonstrate this.
2022-03-04 11:38:53 -05:00

84 lines
1.7 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#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 t21
{
float m0;
float4 m1;
};
struct main0_out
{
float v25_0_m0 [[user(locn0)]];
float4 v25_0_m1 [[user(locn1)]];
float v25_1_m0 [[user(locn2)]];
float4 v25_1_m1 [[user(locn3)]];
float v25_2_m0 [[user(locn4)]];
float4 v25_2_m1 [[user(locn5)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 v17 [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<t21, 3> v25 = {};
out.gl_Position = in.v17;
v25[2].m1 = float4(-4.0, -9.0, 3.0, 7.0);
out.v25_0_m0 = v25[0].m0;
out.v25_0_m1 = v25[0].m1;
out.v25_1_m0 = v25[1].m0;
out.v25_1_m1 = v25[1].m1;
out.v25_2_m0 = v25[2].m0;
out.v25_2_m1 = v25[2].m1;
return out;
}