| #pragma clang diagnostic ignored "-Wmissing-prototypes" |
| |
| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct spvAux |
| { |
| uint swizzleConst[1]; |
| }; |
| |
| // Returns 2D texture coords corresponding to 1D texel buffer coords |
| uint2 spvTexelBufferCoord(uint tc) |
| { |
| return uint2(tc % 4096, tc / 4096); |
| } |
| |
| enum class spvSwizzle : uint |
| { |
| none = 0, |
| zero, |
| one, |
| red, |
| green, |
| blue, |
| alpha |
| }; |
| |
| template<typename T> struct spvRemoveReference { typedef T type; }; |
| template<typename T> struct spvRemoveReference<thread T&> { typedef T type; }; |
| template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; }; |
| template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x) |
| { |
| return static_cast<thread T&&>(x); |
| } |
| template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x) |
| { |
| return static_cast<thread T&&>(x); |
| } |
| |
| template<typename T> |
| inline T spvGetSwizzle(vec<T, 4> x, spvSwizzle s) |
| { |
| switch (s) |
| { |
| case spvSwizzle::zero: |
| return 0; |
| case spvSwizzle::one: |
| return 1; |
| case spvSwizzle::red: |
| return x.r; |
| case spvSwizzle::green: |
| return x.g; |
| case spvSwizzle::blue: |
| return x.b; |
| case spvSwizzle::alpha: |
| return x.a; |
| default: |
| break; |
| } |
| return 0; |
| } |
| |
| // Wrapper function that swizzles texture samples and fetches. |
| template<typename T> |
| inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s) |
| { |
| if (!s) |
| return x; |
| return vec<T, 4>(spvGetSwizzle(x, spvSwizzle((s >> 0) & 0xFF)), spvGetSwizzle(x, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, spvSwizzle((s >> 16) & 0xFF)), spvGetSwizzle(x, spvSwizzle((s >> 24) & 0xFF))); |
| } |
| |
| template<typename T> |
| inline T spvTextureSwizzle(T x, uint s) |
| { |
| return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x; |
| } |
| |
| // Wrapper function that swizzles texture gathers. |
| template<typename T, typename Tex, typename... Ts> |
| inline vec<T, 4> spvGatherSwizzle(sampler s, thread Tex& t, Ts... params, component c, uint sw) METAL_CONST_ARG(c) |
| { |
| if (sw) |
| { |
| switch (spvSwizzle((sw >> (uint(c) * 8)) & 0xFF)) |
| { |
| case spvSwizzle::none: |
| break; |
| case spvSwizzle::zero: |
| return vec<T, 4>(0, 0, 0, 0); |
| case spvSwizzle::one: |
| return vec<T, 4>(1, 1, 1, 1); |
| case spvSwizzle::red: |
| return t.gather(s, spvForward<Ts>(params)..., component::x); |
| case spvSwizzle::green: |
| return t.gather(s, spvForward<Ts>(params)..., component::y); |
| case spvSwizzle::blue: |
| return t.gather(s, spvForward<Ts>(params)..., component::z); |
| case spvSwizzle::alpha: |
| return t.gather(s, spvForward<Ts>(params)..., component::w); |
| } |
| } |
| switch (c) |
| { |
| case component::x: |
| return t.gather(s, spvForward<Ts>(params)..., component::x); |
| case component::y: |
| return t.gather(s, spvForward<Ts>(params)..., component::y); |
| case component::z: |
| return t.gather(s, spvForward<Ts>(params)..., component::z); |
| case component::w: |
| return t.gather(s, spvForward<Ts>(params)..., component::w); |
| } |
| } |
| |
| // Wrapper function that swizzles depth texture gathers. |
| template<typename T, typename Tex, typename... Ts> |
| inline vec<T, 4> spvGatherCompareSwizzle(sampler s, thread Tex& t, Ts... params, uint sw) |
| { |
| if (sw) |
| { |
| switch (spvSwizzle(sw & 0xFF)) |
| { |
| case spvSwizzle::none: |
| case spvSwizzle::red: |
| break; |
| case spvSwizzle::zero: |
| case spvSwizzle::green: |
| case spvSwizzle::blue: |
| case spvSwizzle::alpha: |
| return vec<T, 4>(0, 0, 0, 0); |
| case spvSwizzle::one: |
| return vec<T, 4>(1, 1, 1, 1); |
| } |
| } |
| return t.gather_compare(s, spvForward<Ts>(params)...); |
| } |
| |
| fragment void main0(constant spvAux& spvAuxBuffer [[buffer(0)]], texture1d<int> tex1d [[texture(0)]], texture2d<int> tex2d [[texture(1)]], texture3d<int> tex3d [[texture(2)]], texturecube<int> texCube [[texture(3)]], texture2d_array<int> tex2dArray [[texture(4)]], texturecube_array<int> texCubeArray [[texture(5)]], texture2d<int> texBuffer [[texture(6)]], sampler tex1dSmplr [[sampler(0)]], sampler tex2dSmplr [[sampler(1)]], sampler tex3dSmplr [[sampler(2)]], sampler texCubeSmplr [[sampler(3)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]]) |
| { |
| float4 c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), spvAuxBuffer.swizzleConst[0])); |
| c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), spvAuxBuffer.swizzleConst[1])); |
| c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), spvAuxBuffer.swizzleConst[2])); |
| c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), spvAuxBuffer.swizzleConst[3])); |
| c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), spvAuxBuffer.swizzleConst[4])); |
| c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), spvAuxBuffer.swizzleConst[5])); |
| c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), spvAuxBuffer.swizzleConst[0])); |
| c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), spvAuxBuffer.swizzleConst[1])); |
| c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), spvAuxBuffer.swizzleConst[2])); |
| c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), spvAuxBuffer.swizzleConst[0])); |
| c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), spvAuxBuffer.swizzleConst[1])); |
| c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), spvAuxBuffer.swizzleConst[2])); |
| c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), spvAuxBuffer.swizzleConst[3])); |
| c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), spvAuxBuffer.swizzleConst[4])); |
| c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), spvAuxBuffer.swizzleConst[5])); |
| c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), spvAuxBuffer.swizzleConst[0])); |
| c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), spvAuxBuffer.swizzleConst[1])); |
| c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), spvAuxBuffer.swizzleConst[2])); |
| c = float4(spvTextureSwizzle(tex1d.read(uint(0)), spvAuxBuffer.swizzleConst[0])); |
| c = float4(spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), spvAuxBuffer.swizzleConst[1])); |
| c = float4(spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), spvAuxBuffer.swizzleConst[2])); |
| c = float4(spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), spvAuxBuffer.swizzleConst[4])); |
| c = float4(texBuffer.read(spvTexelBufferCoord(0))); |
| c = float4(spvGatherSwizzle<int, metal::texture2d<int>, float2, int2>(tex2dSmplr, tex2d, float2(0.0), int2(0), component::x, spvAuxBuffer.swizzleConst[1])); |
| c = float4(spvGatherSwizzle<int, metal::texturecube<int>, float3>(texCubeSmplr, texCube, float3(0.0), component::y, spvAuxBuffer.swizzleConst[3])); |
| c = float4(spvGatherSwizzle<int, metal::texture2d_array<int>, float2, uint, int2>(tex2dArraySmplr, tex2dArray, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0), component::z, spvAuxBuffer.swizzleConst[4])); |
| c = float4(spvGatherSwizzle<int, metal::texturecube_array<int>, float3, uint>(texCubeArraySmplr, texCubeArray, float4(0.0).xyz, uint(round(float4(0.0).w)), component::w, spvAuxBuffer.swizzleConst[5])); |
| } |
| |