| #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; |
| } |
| |