0c0fd98322
This allows two variables of the same struct type to be flattened into the same interface struct without a member name conflict. Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag unit test shader to demonstrate this.
85 lines
2.3 KiB
GLSL
85 lines
2.3 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct C
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{
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float4 v;
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};
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struct P
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{
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float4 v;
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};
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struct main0_out
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{
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float4 c_v;
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float4 gl_Position;
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float gl_PointSize;
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};
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struct main0_patchOut
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{
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};
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
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{
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spvUnsafeArray<C, 4> _18 = spvUnsafeArray<C, 4>({ C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) } });
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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
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gl_out[gl_GlobalInvocationID.x % 4].c_v = _18[gl_GlobalInvocationID.x % 4].v;
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device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
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threadgroup P spvStoragep[8];
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threadgroup P (&p) = spvStoragep[(gl_GlobalInvocationID.x / 4) % 8];
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p = P{ float4(0.0) };
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uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
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gl_out[gl_InvocationID].c_v = float4(1.0);
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p.v = float4(2.0);
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gl_out[gl_InvocationID].gl_Position = float4(3.0);
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gl_out[gl_InvocationID].gl_PointSize = 4.0;
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}
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