4cf840ee7b
These need to use arrayed texture types, or Metal will complain when binding the resource. The target layer is addressed relative to the Layer output by the vertex pipeline, or to the ViewIndex if in a multiview pipeline. Unlike with the s/t coordinates, Vulkan does not forbid non-zero layer coordinates here, though this cannot be expressed in Vulkan GLSL. Supporting 3D textures will require additional work. Part of the problem is that Metal does not allow texture views to subset a 3D texture, so we need some way to pass the base depth to the shader.
27 lines
881 B
GLSL
27 lines
881 B
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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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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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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static inline __attribute__((always_inline))
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float4 load_subpasses(thread const texture2d_array<float> uInput, thread float4& gl_FragCoord, thread uint& gl_ViewIndex)
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{
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return uInput.read(uint2(gl_FragCoord.xy), gl_ViewIndex);
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}
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fragment main0_out main0(constant uint* spvViewMask [[buffer(24)]], texture2d_array<float> uSubpass0 [[texture(0)]], texture2d_array<float> uSubpass1 [[texture(1)]], float4 gl_FragCoord [[position]], uint gl_ViewIndex [[render_target_array_index]])
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{
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main0_out out = {};
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gl_ViewIndex += spvViewMask[0];
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out.FragColor = uSubpass0.read(uint2(gl_FragCoord.xy), gl_ViewIndex) + load_subpasses(uSubpass1, gl_FragCoord, gl_ViewIndex);
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return out;
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}
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