SPIRV-Cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle...

196 строки
12 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// 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, T c, spvSwizzle s)
{
switch (s)
{
case spvSwizzle::none:
return c;
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;
}
}
// 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, x.r, spvSwizzle((s >> 0) & 0xFF)), spvGetSwizzle(x, x.g, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, x.b, spvSwizzle((s >> 16) & 0xFF)), spvGetSwizzle(x, x.a, 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, const 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, const 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)...);
}
float4 doSwizzle(thread texture1d<float> tex1d, thread const sampler tex1dSmplr, constant uint& tex1dSwzl, thread texture2d<float> tex2d, thread const sampler tex2dSmplr, constant uint& tex2dSwzl, thread texture3d<float> tex3d, thread const sampler tex3dSmplr, constant uint& tex3dSwzl, thread texturecube<float> texCube, thread const sampler texCubeSmplr, constant uint& texCubeSwzl, thread texture2d_array<float> tex2dArray, thread const sampler tex2dArraySmplr, constant uint& tex2dArraySwzl, thread texturecube_array<float> texCubeArray, thread const sampler texCubeArraySmplr, constant uint& texCubeArraySwzl, thread depth2d<float> depth2d, thread const sampler depth2dSmplr, constant uint& depth2dSwzl, thread depthcube<float> depthCube, thread const sampler depthCubeSmplr, constant uint& depthCubeSwzl, thread depth2d_array<float> depth2dArray, thread const sampler depth2dArraySmplr, constant uint& depth2dArraySwzl, thread depthcube_array<float> depthCubeArray, thread const sampler depthCubeArraySmplr, constant uint& depthCubeArraySwzl, thread texture2d<float> texBuffer)
{
float4 c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z), depth2dSwzl);
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, float4(0.0, 0.0, 0.0, 1.0).w), depthCubeSwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), float4(0.0, 0.0, 0.0, 1.0).w), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
float4 _103 = float4(0.0, 0.0, 1.0, 1.0);
_103.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, _103.xy / _103.z, float4(0.0, 0.0, 1.0, 1.0).z / _103.z), depth2dSwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z, level(0.0)), depth2dSwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
c = 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)), tex3dSwzl);
float4 _131 = float4(0.0, 0.0, 1.0, 1.0);
_131.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, _131.xy / _131.z, float4(0.0, 0.0, 1.0, 1.0).z / _131.z, level(0.0)), depth2dSwzl);
c = spvTextureSwizzle(tex1d.read(uint(0)), tex1dSwzl);
c = spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), tex2dSwzl);
c = spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), tex3dSwzl);
c = spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), tex2dArraySwzl);
c = texBuffer.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle<float, metal::texture2d<float>, float2, int2>(tex2dSmplr, tex2d, float2(0.0), int2(0), component::x, tex2dSwzl);
c = spvGatherSwizzle<float, metal::texturecube<float>, float3>(texCubeSmplr, texCube, float3(0.0), component::y, texCubeSwzl);
c = spvGatherSwizzle<float, metal::texture2d_array<float>, float2, uint, int2>(tex2dArraySmplr, tex2dArray, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0), component::z, tex2dArraySwzl);
c = spvGatherSwizzle<float, metal::texturecube_array<float>, float3, uint>(texCubeArraySmplr, texCubeArray, float4(0.0).xyz, uint(round(float4(0.0).w)), component::w, texCubeArraySwzl);
c = spvGatherCompareSwizzle<float, metal::depth2d<float>, float2, float>(depth2dSmplr, depth2d, float2(0.0), 1.0, depth2dSwzl);
c = spvGatherCompareSwizzle<float, metal::depthcube<float>, float3, float>(depthCubeSmplr, depthCube, float3(0.0), 1.0, depthCubeSwzl);
c = spvGatherCompareSwizzle<float, metal::depth2d_array<float>, float2, uint, float>(depth2dArraySmplr, depth2dArray, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0, depth2dArraySwzl);
c = spvGatherCompareSwizzle<float, metal::depthcube_array<float>, float3, uint, float>(depthCubeArraySmplr, depthCubeArray, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0, depthCubeArraySwzl);
return c;
}
fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d<float> tex1d [[texture(0)]], texture2d<float> tex2d [[texture(1)]], texture3d<float> tex3d [[texture(2)]], texturecube<float> texCube [[texture(3)]], texture2d_array<float> tex2dArray [[texture(4)]], texturecube_array<float> texCubeArray [[texture(5)]], depth2d<float> depth2d [[texture(6)]], depthcube<float> depthCube [[texture(7)]], depth2d_array<float> depth2dArray [[texture(8)]], depthcube_array<float> depthCubeArray [[texture(9)]], texture2d<float> texBuffer [[texture(10)]], sampler tex1dSmplr [[sampler(0)]], sampler tex2dSmplr [[sampler(1)]], sampler tex3dSmplr [[sampler(2)]], sampler texCubeSmplr [[sampler(3)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]], sampler depth2dSmplr [[sampler(6)]], sampler depthCubeSmplr [[sampler(7)]], sampler depth2dArraySmplr [[sampler(8)]], sampler depthCubeArraySmplr [[sampler(9)]])
{
constant uint& tex1dSwzl = spvSwizzleConstants[0];
constant uint& tex2dSwzl = spvSwizzleConstants[1];
constant uint& tex3dSwzl = spvSwizzleConstants[2];
constant uint& texCubeSwzl = spvSwizzleConstants[3];
constant uint& tex2dArraySwzl = spvSwizzleConstants[4];
constant uint& texCubeArraySwzl = spvSwizzleConstants[5];
constant uint& depth2dSwzl = spvSwizzleConstants[6];
constant uint& depthCubeSwzl = spvSwizzleConstants[7];
constant uint& depth2dArraySwzl = spvSwizzleConstants[8];
constant uint& depthCubeArraySwzl = spvSwizzleConstants[9];
float4 c = doSwizzle(tex1d, tex1dSmplr, tex1dSwzl, tex2d, tex2dSmplr, tex2dSwzl, tex3d, tex3dSmplr, tex3dSwzl, texCube, texCubeSmplr, texCubeSwzl, tex2dArray, tex2dArraySmplr, tex2dArraySwzl, texCubeArray, texCubeArraySmplr, texCubeArraySwzl, depth2d, depth2dSmplr, depth2dSwzl, depthCube, depthCubeSmplr, depthCubeSwzl, depth2dArray, depth2dArraySmplr, depth2dArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, texBuffer);
}