blob: 3f854e701d87891bc0e65a75e764e027f24158e5 [file] [log] [blame]
#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)...);
}
fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], 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)]])
{
constant uint32_t& tex1dSwzl = spvSwizzleConstants[0];
constant uint32_t& tex2dSwzl = spvSwizzleConstants[1];
constant uint32_t& tex3dSwzl = spvSwizzleConstants[2];
constant uint32_t& texCubeSwzl = spvSwizzleConstants[3];
constant uint32_t& tex2dArraySwzl = spvSwizzleConstants[4];
constant uint32_t& texCubeArraySwzl = spvSwizzleConstants[5];
float4 c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl));
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl));
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), tex3dSwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl));
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
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)), tex2dSwzl));
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)), tex3dSwzl));
c = float4(spvTextureSwizzle(tex1d.read(uint(0)), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), tex3dSwzl));
c = float4(spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), tex2dArraySwzl));
c = float4(texBuffer.read(spvTexelBufferCoord(0)));
c = float4(spvGatherSwizzle<int, metal::texture2d<int>, float2, int2>(tex2dSmplr, tex2d, float2(0.0), int2(0), component::x, tex2dSwzl));
c = float4(spvGatherSwizzle<int, metal::texturecube<int>, float3>(texCubeSmplr, texCube, float3(0.0), component::y, texCubeSwzl));
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, tex2dArraySwzl));
c = float4(spvGatherSwizzle<int, metal::texturecube_array<int>, float3, uint>(texCubeArraySmplr, texCubeArray, float4(0.0).xyz, uint(round(float4(0.0).w)), component::w, texCubeArraySwzl));
}