SPIRV-Cross/reference/shaders-msl/vert/signedness-mismatch.shader-inputs.vert
Hans-Kristian Arntzen 05206005ca MSL: Potentially cast loaded Input variables.
If the sign is rewritten for an input, we might have to fixup the sign
in OpLoad, similar to builtins.
2022-05-13 13:02:45 +02:00

75 lines
1.6 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 main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
ushort2 a [[attribute(0)]];
uint3 b [[attribute(1)]];
ushort c_0 [[attribute(2)]];
ushort c_1 [[attribute(3)]];
uint4 d_0 [[attribute(4)]];
uint4 d_1 [[attribute(5)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<ushort, 2> c = {};
spvUnsafeArray<uint4, 2> d = {};
c[0] = in.c_0;
c[1] = in.c_1;
d[0] = in.d_0;
d[1] = in.d_1;
out.gl_Position = float4(float(int(short(in.a.x))), float(int(in.b.x)), float(uint(c[1])), float(d[0].w));
return out;
}