SPIRV-Cross/reference/opt/shaders-msl/asm/vert/spec-constant-op-composite.asm.vert
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

36 lines
895 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
constant int _7_tmp [[function_constant(201)]];
constant int _7 = is_function_constant_defined(_7_tmp) ? _7_tmp : -10;
constant int _20 = (_7 + 2);
constant uint _8_tmp [[function_constant(202)]];
constant uint _8 = is_function_constant_defined(_8_tmp) ? _8_tmp : 100u;
constant uint _25 = (_8 % 5u);
constant int4 _30 = int4(20, 30, _20, _20);
constant int2 _32 = int2(_30.y, _30.x);
constant int _33 = _30.y;
struct main0_out
{
int m_4 [[user(locn0)]];
float4 gl_Position [[position]];
};
vertex main0_out main0()
{
main0_out out = {};
float4 _63 = float4(0.0);
_63.y = float(_20);
float4 _66 = _63;
_66.z = float(_25);
float4 _52 = _66 + float4(_30);
float2 _56 = _52.xy + float2(_32);
out.gl_Position = float4(_56.x, _56.y, _52.z, _52.w);
out.m_4 = _33;
return out;
}