SPIRV-Cross/reference/shaders-msl/frag/constant-array.frag
Hans-Kristian Arntzen d92de00cc1 Rewrite how IDs are iterated over.
This is a fairly fundamental change on how IDs are handled.
It serves many purposes:

- Improve performance. We only need to iterate over IDs which are
  relevant at any one time.
- Makes sure we iterate through IDs in SPIR-V module declaration order
  rather than ID space. IDs don't have to be monotonically increasing,
  which was an assumption SPIRV-Cross used to have. It has apparently
  never been a problem until now.
- Support LUTs of structs. We do this by interleaving declaration of
  constants and struct types in SPIR-V module order.

To support this, the ParsedIR interface needed to change slightly.
Before setting any ID with variant_set<T> we let ParsedIR know
that an ID with a specific type has been added. The surface for change
should be minimal.

ParsedIR will maintain a per-type list of IDs which the cross-compiler
will need to consider for later.

Instead of looping over ir.ids[] (which can be extremely large), we loop
over types now, using:

ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) {
	handle_variable(var);
});

Now we make sure that we're never looking at irrelevant types.
2019-01-10 12:52:56 +01:00

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984 B
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Foobar
{
float a;
float b;
};
constant float4 _37[3] = { float4(1.0), float4(2.0), float4(3.0) };
constant float4 _49[2] = { float4(1.0), float4(2.0) };
constant float4 _54[2] = { float4(8.0), float4(10.0) };
constant float4 _55[2][2] = { { float4(1.0), float4(2.0) }, { float4(8.0), float4(10.0) } };
constant Foobar _75[2] = { Foobar{ 10.0, 40.0 }, Foobar{ 90.0, 70.0 } };
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
int index [[user(locn0)]];
};
float4 resolve(thread const Foobar& f)
{
return float4(f.a + f.b);
}
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
Foobar param = Foobar{ 10.0, 20.0 };
Foobar param_1 = _75[in.index];
out.FragColor = ((_37[in.index] + _55[in.index][in.index + 1]) + resolve(param)) + resolve(param_1);
return out;
}