SPIRV-Cross/reference/shaders-msl-no-opt/asm/vert/constant-composite-block-no-array-stride.asm.vert
Hans-Kristian Arntzen 7b9eaf0b5e MSL: Handle awkward mix and match of Offset / ArrayStride in constants.
In normal buffer blocks, every member must be declared, but for
constants, you can technically mix and match, causing much pain and
suffering ...
2022-03-22 12:25:09 +01:00

90 lines
1.8 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 _14
{
float _m0[3];
};
struct _15
{
float _m0[3];
};
constant spvUnsafeArray<float, 3> _93 = spvUnsafeArray<float, 3>({ 1.0, 2.0, 1.0 });
constant spvUnsafeArray<float, 3> _94 = spvUnsafeArray<float, 3>({ -1.0, -2.0, -1.0 });
struct main0_out
{
float4 m_4 [[user(locn1)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 m_3 [[attribute(0)]];
float4 m_5 [[attribute(1)]];
};
static inline __attribute__((always_inline))
float4 _102(float4 _107)
{
float4 _109 = _107;
_14 _110 = _14{ { 1.0, 2.0, 1.0 } };
_15 _111 = _15{ { -1.0, -2.0, -1.0 } };
_109.y = (_110._m0[2] + _111._m0[2]) + _109.y;
return _109;
}
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = in.m_3;
out.m_4 = _102(in.m_5);
return out;
}