acae607703
This is required to avoid relying on complex sub-expression elimination in compilers, and generates cleaner code. The problem case is if a complex expression is used in an access chain, like: Composite comp = buffer[texture(...)]; vec4 a = comp.a + comp.b + comp.c; Before, we did not have common subexpression tracking for OpLoad/OpAccessChain, so we easily ended up with code like: vec4 a = buffer[texture(...)].a + buffer[texture(...)].b + buffer[texture(...)].c; A good compiler will optimize this, but we should not rely on it, and forcing texture(...) to a temporary also looks better. The solution is to add a vector "implied_expression_reads", which works similarly to expression_dependencies. We also need an extra mechanism in to_expression which lets us skip expression read checking and do it later. E.g. for expr -> access chain -> load, we should only trigger a read of expr when using the loaded expression.
33 lines
703 B
GLSL
33 lines
703 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct UBO
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{
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float4 results[1024];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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int vIn [[user(locn0)]];
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int vIn2 [[user(locn1)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], device UBO& _34 [[buffer(0)]], texture2d<int> Buf [[texture(1)]], sampler BufSmplr [[sampler(1)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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int4 coords = Buf.read(uint2(int2(gl_FragCoord.xy)), 0);
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float4 foo = _34.results[coords.x % 16];
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int c = in.vIn * in.vIn;
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int d = in.vIn2 * in.vIn2;
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out.FragColor = (foo + foo) + _34.results[c + d];
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return out;
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}
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