SPIRV-Cross/reference/opt/shaders-msl/comp/bitcast-16bit-2.invalid.comp
Hans-Kristian Arntzen e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
We used to use the Binding decoration for this, but this method is
hopelessly broken. If no explicit MSL resource remapping exists, we
remap automatically in a manner which should always "just work".
2019-06-21 12:54:08 +02:00

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct SSBO1
{
short4 outputs[1];
};
struct SSBO0
{
int4 inputs[1];
};
struct UBO
{
half4 const0;
};
kernel void main0(device SSBO1& _21 [[buffer(0)]], device SSBO0& _29 [[buffer(1)]], constant UBO& _40 [[buffer(2)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
short2 _47 = as_type<short2>(_29.inputs[gl_GlobalInvocationID.x].x) + as_type<short2>(_40.const0.xy);
_21.outputs[gl_GlobalInvocationID.x] = short4(_47.x, _47.y, _21.outputs[gl_GlobalInvocationID.x].z, _21.outputs[gl_GlobalInvocationID.x].w);
short2 _66 = short2(as_type<ushort2>(uint(_29.inputs[gl_GlobalInvocationID.x].y)) - as_type<ushort2>(_40.const0.zw));
_21.outputs[gl_GlobalInvocationID.x] = short4(_21.outputs[gl_GlobalInvocationID.x].x, _21.outputs[gl_GlobalInvocationID.x].y, _66.x, _66.y);
}