SPIRV-Cross/reference/shaders-msl/asm/comp/buffer-write-relative-addr.asm.comp
Hans-Kristian Arntzen e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
We used to use the Binding decoration for this, but this method is
hopelessly broken. If no explicit MSL resource remapping exists, we
remap automatically in a manner which should always "just work".
2019-06-21 12:54:08 +02:00

32 lines
968 B
Plaintext

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct cb5_struct
{
float4 _m0[5];
};
// Returns 2D texture coords corresponding to 1D texel buffer coords
uint2 spvTexelBufferCoord(uint tc)
{
return uint2(tc % 4096, tc / 4096);
}
kernel void main0(constant cb5_struct& cb0_5 [[buffer(0)]], texture2d<uint, access::write> u0 [[texture(0)]], uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]])
{
float4 r0;
r0.x = as_type<float>(int(gl_LocalInvocationID.x) << 4);
r0.y = as_type<float>(int(gl_LocalInvocationID.x));
uint _44 = as_type<uint>(r0.x) >> 2u;
uint4 _51 = as_type<uint4>(cb0_5._m0[uint(as_type<int>(r0.y)) + 1u]);
u0.write(_51.xxxx, spvTexelBufferCoord(_44));
u0.write(_51.yyyy, spvTexelBufferCoord((_44 + 1u)));
u0.write(_51.zzzz, spvTexelBufferCoord((_44 + 2u)));
u0.write(_51.wwww, spvTexelBufferCoord((_44 + 3u)));
}