d1479f871a
This avoids a lot of huge code changes. Arrays generally cannot be copied in and out of buffers, at least no compiler frontend seems to do it. Also avoids a lot of issues surrounding packed vectors and matrices.
33 lines
1013 B
Plaintext
33 lines
1013 B
Plaintext
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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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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struct cb5_struct
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{
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float4 _m0[5];
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};
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// Returns 2D texture coords corresponding to 1D texel buffer coords
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static inline __attribute__((always_inline))
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uint2 spvTexelBufferCoord(uint tc)
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{
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return uint2(tc % 4096, tc / 4096);
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}
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kernel void main0(constant cb5_struct& cb0_5 [[buffer(0)]], texture2d<uint, access::write> u0 [[texture(0)]], uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]])
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{
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float4 r0;
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r0.x = as_type<float>(int(gl_LocalInvocationID.x) << 4);
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r0.y = as_type<float>(int(gl_LocalInvocationID.x));
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uint _44 = as_type<uint>(r0.x) >> 2u;
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uint4 _51 = as_type<uint4>(cb0_5._m0[uint(as_type<int>(r0.y)) + 1u]);
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u0.write(_51.xxxx, spvTexelBufferCoord(_44));
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u0.write(_51.yyyy, spvTexelBufferCoord((_44 + 1u)));
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u0.write(_51.zzzz, spvTexelBufferCoord((_44 + 2u)));
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u0.write(_51.wwww, spvTexelBufferCoord((_44 + 3u)));
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}
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