SPIRV-Cross/reference/shaders-msl/vert/no-contraction.vert
Bill Hollings fb3defc9ef MSL: Honor DecorationNoContraction when compiling using fast-math.
Add [[clang::optnone]] attribute to spvF*() functions used for handling
floating point operations decorated with DecorationNoContraction.

Just using precise::fma() did not work.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
2021-09-23 14:37:08 -04:00

93 lines
2.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 vA [[attribute(0)]];
float4 vB [[attribute(1)]];
float4 vC [[attribute(2)]];
};
template<typename T>
[[clang::optnone]] T spvFMul(T l, T r)
{
return fma(l, r, T(0));
}
template<typename T, int Cols, int Rows>
[[clang::optnone]] vec<T, Cols> spvFMulVectorMatrix(vec<T, Rows> v, matrix<T, Cols, Rows> m)
{
vec<T, Cols> res = vec<T, Cols>(0);
for (uint i = Rows; i > 0; --i)
{
vec<T, Cols> tmp(0);
for (uint j = 0; j < Cols; ++j)
{
tmp[j] = m[j][i - 1];
}
res = fma(tmp, vec<T, Cols>(v[i - 1]), res);
}
return res;
}
template<typename T, int Cols, int Rows>
[[clang::optnone]] vec<T, Rows> spvFMulMatrixVector(matrix<T, Cols, Rows> m, vec<T, Cols> v)
{
vec<T, Rows> res = vec<T, Rows>(0);
for (uint i = Cols; i > 0; --i)
{
res = fma(m[i - 1], vec<T, Rows>(v[i - 1]), res);
}
return res;
}
template<typename T, int LCols, int LRows, int RCols, int RRows>
[[clang::optnone]] matrix<T, RCols, LRows> spvFMulMatrixMatrix(matrix<T, LCols, LRows> l, matrix<T, RCols, RRows> r)
{
matrix<T, RCols, LRows> res;
for (uint i = 0; i < RCols; i++)
{
vec<T, RCols> tmp(0);
for (uint j = 0; j < LCols; j++)
{
tmp = fma(vec<T, RCols>(r[i][j]), l[j], tmp);
}
res[i] = tmp;
}
return res;
}
template<typename T>
[[clang::optnone]] T spvFAdd(T l, T r)
{
return fma(T(1), l, r);
}
template<typename T>
[[clang::optnone]] T spvFSub(T l, T r)
{
return fma(T(-1), r, l);
}
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
float4 mul = spvFMul(in.vA, in.vB);
float4 add = spvFAdd(in.vA, in.vB);
float4 sub = spvFSub(in.vA, in.vB);
float4 mad = spvFAdd(spvFMul(in.vA, in.vB), in.vC);
float4 summed = spvFAdd(spvFAdd(spvFAdd(mul, add), sub), mad);
out.gl_Position = summed;
return out;
}