diff options
author | Hans-Kristian Arntzen <post@arntzen-software.no> | 2019-10-25 14:54:38 +0300 |
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committer | Hans-Kristian Arntzen <post@arntzen-software.no> | 2019-10-26 17:10:12 +0300 |
commit | d0953f6e4cf55e6c253b4fca6ddf05b7e759df62 (patch) | |
tree | 0ffa8fe398e49d5632db86a0b42022a86ac31a63 /reference/shaders-ue4 | |
parent | 028ffc26dd2cee2fcaed0fa713ac8342057fb03e (diff) |
MSL: Do not declare variables which will not be unflattened.
Non-patch arrays of IO variables in tesc/tese have their array index
stripped, and access chains are specially handled, we shouldn't attempt
to create "normal" arrays of these.
Diffstat (limited to 'reference/shaders-ue4')
6 files changed, 0 insertions, 7 deletions
diff --git a/reference/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc b/reference/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc index ceca30b1..6fe14630 100644 --- a/reference/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc +++ b/reference/shaders-ue4/asm/tesc/hs-incorrect-base-type.asm.tesc @@ -301,7 +301,6 @@ struct main0_in kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)]], const device type_StructuredBuffer_v4float& View_PrimitiveSceneData [[buffer(1)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) { threadgroup FPNTessellationHSToDS temp_var_hullMainRetVal[3]; - spvUnsafeArray<spvUnsafeArray<float4, 12>, 1> in_var_TEXCOORD0 = {}; device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3]; device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID]; if (gl_InvocationID < spvIndirectParams[0]) diff --git a/reference/shaders-ue4/asm/tesc/hs-texcoord-array.asm.tesc b/reference/shaders-ue4/asm/tesc/hs-texcoord-array.asm.tesc index 7f0aeb80..d527e1d1 100644 --- a/reference/shaders-ue4/asm/tesc/hs-texcoord-array.asm.tesc +++ b/reference/shaders-ue4/asm/tesc/hs-texcoord-array.asm.tesc @@ -319,7 +319,6 @@ struct main0_in kernel void main0(main0_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_Primitive& Primitive [[buffer(1)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) { threadgroup FPNTessellationHSToDS temp_var_hullMainRetVal[3]; - spvUnsafeArray<spvUnsafeArray<float2, 12>, 2> in_var_TEXCOORD0 = {}; device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3]; device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID]; if (gl_InvocationID < spvIndirectParams[0]) diff --git a/reference/shaders-ue4/asm/tese/ds-double-gl-in-deref.asm.tese b/reference/shaders-ue4/asm/tese/ds-double-gl-in-deref.asm.tese index 36aaf00c..5c28e92a 100644 --- a/reference/shaders-ue4/asm/tese/ds-double-gl-in-deref.asm.tese +++ b/reference/shaders-ue4/asm/tese/ds-double-gl-in-deref.asm.tese @@ -366,8 +366,6 @@ struct main0_patchIn { main0_out out = {}; spvUnsafeArray<float4, 1> out_var_TEXCOORD0 = {}; - spvUnsafeArray<spvUnsafeArray<float4, 3>, 1> in_var_TEXCOORD0 = {}; - spvUnsafeArray<spvUnsafeArray<float4, 3>, 3> in_var_PN_POSITION = {}; float _157 = gl_TessCoord.x * gl_TessCoord.x; float _158 = gl_TessCoord.y * gl_TessCoord.y; float _159 = gl_TessCoord.z * gl_TessCoord.z; diff --git a/reference/shaders-ue4/asm/tese/ds-patch-input-fixes.asm.tese b/reference/shaders-ue4/asm/tese/ds-patch-input-fixes.asm.tese index b0c46ff2..5f9adc7d 100644 --- a/reference/shaders-ue4/asm/tese/ds-patch-input-fixes.asm.tese +++ b/reference/shaders-ue4/asm/tese/ds-patch-input-fixes.asm.tese @@ -277,7 +277,6 @@ struct main0_patchIn [[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant type_View& View [[buffer(0)]], constant type_Material& Material [[buffer(1)]], texture3d<float> View_GlobalDistanceFieldTexture0 [[texture(0)]], texture3d<float> View_GlobalDistanceFieldTexture1 [[texture(1)]], texture3d<float> View_GlobalDistanceFieldTexture2 [[texture(2)]], texture3d<float> View_GlobalDistanceFieldTexture3 [[texture(3)]], sampler View_GlobalDistanceFieldSampler0 [[sampler(0)]], float3 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; - spvUnsafeArray<spvUnsafeArray<float4, 3>, 3> in_var_PN_POSITION = {}; float _190 = gl_TessCoord.x * gl_TessCoord.x; float _191 = gl_TessCoord.y * gl_TessCoord.y; float _192 = gl_TessCoord.z * gl_TessCoord.z; diff --git a/reference/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese b/reference/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese index 326e81ba..a6101846 100644 --- a/reference/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese +++ b/reference/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese @@ -174,7 +174,6 @@ struct main0_patchIn [[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant type_ShadowDepthPass& ShadowDepthPass [[buffer(0)]], float3 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; - spvUnsafeArray<spvUnsafeArray<float4, 3>, 3> in_var_PN_POSITION = {}; float _119 = gl_TessCoord.x * gl_TessCoord.x; float _120 = gl_TessCoord.y * gl_TessCoord.y; float _121 = gl_TessCoord.z * gl_TessCoord.z; diff --git a/reference/shaders-ue4/asm/tese/ds-texcoord-array.asm.tese b/reference/shaders-ue4/asm/tese/ds-texcoord-array.asm.tese index 934edcd4..3b845580 100644 --- a/reference/shaders-ue4/asm/tese/ds-texcoord-array.asm.tese +++ b/reference/shaders-ue4/asm/tese/ds-texcoord-array.asm.tese @@ -266,7 +266,6 @@ struct main0_patchIn { main0_out out = {}; spvUnsafeArray<float4, 1> out_var_TEXCOORD0 = {}; - spvUnsafeArray<spvUnsafeArray<float4, 3>, 1> in_var_TEXCOORD0 = {}; float4 _111 = float4(gl_TessCoord.x); float4 _113 = float4(gl_TessCoord.y); float4 _116 = float4(gl_TessCoord.z); |