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.
56 lines
1.2 KiB
GLSL
56 lines
1.2 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Output
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{
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float2 v0;
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float2 v1;
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float3 v2;
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float4 v3;
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float v4;
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float v5;
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float v6;
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};
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struct main0_out
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{
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float2 outp_v0 [[user(locn0)]];
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float2 outp_v1 [[user(locn1)]];
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float3 outp_v2 [[user(locn2)]];
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float4 outp_v3 [[user(locn3)]];
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float outp_v4 [[user(locn4)]];
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float outp_v5 [[user(locn5)]];
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float outp_v6 [[user(locn6)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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Output outp = {};
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outp.v0 = in.Position.xy;
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outp.v1 = in.Position.zw;
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outp.v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
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outp.v3 = in.Position.xxyy;
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outp.v4 = in.Position.w;
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outp.v5 = in.Position.y;
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outp.v6 = in.Position.x * in.Position.w;
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out.gl_Position = in.Position;
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out.outp_v0 = outp.v0;
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out.outp_v1 = outp.v1;
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out.outp_v2 = outp.v2;
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out.outp_v3 = outp.v3;
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out.outp_v4 = outp.v4;
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out.outp_v5 = outp.v5;
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out.outp_v6 = outp.v6;
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return out;
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}
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