dawn-cmake/test/tint/shader_io/shared_struct_storage_buffe...

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#include <metal_stdlib>
using namespace metal;
template<typename T, size_t N>
struct tint_array {
const constant T& operator[](size_t i) const constant { return elements[i]; }
device T& operator[](size_t i) device { return elements[i]; }
const device T& operator[](size_t i) const device { return elements[i]; }
thread T& operator[](size_t i) thread { return elements[i]; }
const thread T& operator[](size_t i) const thread { return elements[i]; }
threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
T elements[N];
};
struct S {
/* 0x0000 */ float f;
/* 0x0004 */ uint u;
/* 0x0008 */ tint_array<int8_t, 120> tint_pad;
/* 0x0080 */ float4 v;
/* 0x0090 */ tint_array<int8_t, 112> tint_pad_1;
};
void assign_and_preserve_padding(device S* const dest, S value) {
(*(dest)).f = value.f;
(*(dest)).u = value.u;
(*(dest)).v = value.v;
}
struct tint_symbol_1 {
float f [[user(locn0)]];
uint u [[user(locn1)]] [[flat]];
};
void frag_main_inner(S input, device S* const tint_symbol_3) {
float const f = input.f;
uint const u = input.u;
float4 const v = input.v;
assign_and_preserve_padding(tint_symbol_3, input);
}
fragment void frag_main(device S* tint_symbol_4 [[buffer(0)]], float4 v [[position]], tint_symbol_1 tint_symbol [[stage_in]]) {
S const tint_symbol_2 = {.f=tint_symbol.f, .u=tint_symbol.u, .v=v};
frag_main_inner(tint_symbol_2, tint_symbol_4);
return;
}