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.
89 lines
1.8 KiB
GLSL
89 lines
1.8 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 t21
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{
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float4 m0;
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float4 m1;
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};
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struct t24
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{
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spvUnsafeArray<t21, 3> m0;
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};
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struct main0_out
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{
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float4 v26_m0_0_m0 [[user(locn0)]];
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float4 v26_m0_0_m1 [[user(locn1)]];
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float4 v26_m0_1_m0 [[user(locn2)]];
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float4 v26_m0_1_m1 [[user(locn3)]];
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float4 v26_m0_2_m0 [[user(locn4)]];
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float4 v26_m0_2_m1 [[user(locn5)]];
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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 v17 [[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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t24 v26 = {};
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out.gl_Position = in.v17;
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v26.m0[1].m1 = float4(-4.0, -9.0, 3.0, 7.0);
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out.v26_m0_0_m0 = v26.m0[0].m0;
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out.v26_m0_0_m1 = v26.m0[0].m1;
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out.v26_m0_1_m0 = v26.m0[1].m0;
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out.v26_m0_1_m1 = v26.m0[1].m1;
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out.v26_m0_2_m0 = v26.m0[2].m0;
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out.v26_m0_2_m1 = v26.m0[2].m1;
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return out;
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}
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