682a227f4b
Sometimes we'll need array template, sometimes not 🤷.
79 lines
2.0 KiB
GLSL
79 lines
2.0 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 main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float gl_ClipDistance_0 [[user(clip0)]];
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float gl_ClipDistance_1 [[user(clip1)]];
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float gl_CullDistance_0 [[user(cull0)]];
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float gl_CullDistance_1 [[user(cull1)]];
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};
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static inline __attribute__((always_inline))
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float4 read_in_func(thread spvUnsafeArray<float, 2>& gl_CullDistance, thread spvUnsafeArray<float, 2>& gl_ClipDistance)
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{
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return float4(gl_CullDistance[0], gl_CullDistance[1], gl_ClipDistance[0], gl_ClipDistance[1]);
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}
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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spvUnsafeArray<float, 2> gl_CullDistance = {};
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spvUnsafeArray<float, 2> gl_ClipDistance = {};
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gl_CullDistance[0] = in.gl_CullDistance_0;
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gl_CullDistance[1] = in.gl_CullDistance_1;
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gl_ClipDistance[0] = in.gl_ClipDistance_0;
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gl_ClipDistance[1] = in.gl_ClipDistance_1;
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out.FragColor = read_in_func(gl_CullDistance, gl_ClipDistance);
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return out;
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}
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