6a58554568
The only piece added by this extension is the `DeviceIndex` builtin, which tells the shader which device in a grouped logical device it is running on. Metal's pipeline state objects are owned by the `MTLDevice` that created them. Since Metal doesn't support logical grouping of devices the way Vulkan does, we'll thus have to create a pipeline state for each device in a grouped logical device. The upcoming peer group support in Metal 3 will not change this. For this reason, for Metal, the device index is supplied as a constant at pipeline compile time. There's an interaction between `VK_KHR_device_group` and `VK_KHR_multiview` in the `VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT`, which defines the view index to be the same as the device index. The new `view_index_from_device_index` MSL option supports this functionality.
20 lines
358 B
GLSL
20 lines
358 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 main0_out
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{
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float4 gl_Position [[position]];
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};
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vertex main0_out main0()
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{
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main0_out out = {};
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const int gl_DeviceIndex = 0;
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const uint gl_ViewIndex = 0;
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out.gl_Position = float4(float(gl_DeviceIndex), float(int(gl_ViewIndex)), 0.0, 1.0);
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return out;
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}
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