Test that out variables still work in leaf functions with capture on.

This commit is contained in:
Chip Davis 2019-02-06 10:49:25 -06:00
Родитель c51e5b7911
Коммит 546f1ccbb5
3 изменённых файлов: 99 добавлений и 0 удалений

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 uMVP;
};
struct spvAux
{
uint vertexCount;
uint swizzleConst[1];
};
struct main0_out
{
float3 vNormal [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
vertex void main0(main0_in in [[stage_in]], constant UBO& _18 [[buffer(0)]], constant spvAux& spvAuxBuffer [[buffer(30)]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(29)]])
{
device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvAuxBuffer.vertexCount + gl_VertexIndex - gl_BaseVertex];
out.gl_Position = _18.uMVP * in.aVertex;
out.vNormal = in.aNormal;
}

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4x4 uMVP;
};
struct spvAux
{
uint vertexCount;
uint swizzleConst[1];
};
struct main0_out
{
float3 vNormal [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 aVertex [[attribute(0)]];
float3 aNormal [[attribute(1)]];
};
void set_output(device float4& gl_Position, constant UBO& v_18, thread float4& aVertex, device float3& vNormal, thread float3& aNormal)
{
gl_Position = v_18.uMVP * aVertex;
vNormal = aNormal;
}
vertex void main0(main0_in in [[stage_in]], constant UBO& v_18 [[buffer(0)]], constant spvAux& spvAuxBuffer [[buffer(30)]], uint gl_VertexIndex [[vertex_id]], uint gl_BaseVertex [[base_vertex]], uint gl_InstanceIndex [[instance_id]], uint gl_BaseInstance [[base_instance]], device main0_out* spvOut [[buffer(29)]])
{
device main0_out& out = spvOut[(gl_InstanceIndex - gl_BaseInstance) * spvAuxBuffer.vertexCount + gl_VertexIndex - gl_BaseVertex];
set_output(out.gl_Position, v_18, in.aVertex, out.vNormal, in.aNormal);
}

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#version 310 es
layout(std140) uniform UBO
{
uniform mat4 uMVP;
};
layout(location = 0) in vec4 aVertex;
layout(location = 1) in vec3 aNormal;
layout(location = 0) out vec3 vNormal;
void set_output()
{
gl_Position = uMVP * aVertex;
vNormal = aNormal;
}
void main()
{
set_output();
}