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Diffstat (limited to 'reference/shaders-msl/frag/array-of-texture-swizzle.msl2.swizzle.frag')
-rw-r--r--reference/shaders-msl/frag/array-of-texture-swizzle.msl2.swizzle.frag155
1 files changed, 155 insertions, 0 deletions
diff --git a/reference/shaders-msl/frag/array-of-texture-swizzle.msl2.swizzle.frag b/reference/shaders-msl/frag/array-of-texture-swizzle.msl2.swizzle.frag
new file mode 100644
index 00000000..d82b741a
--- /dev/null
+++ b/reference/shaders-msl/frag/array-of-texture-swizzle.msl2.swizzle.frag
@@ -0,0 +1,155 @@
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+struct spvAux
+{
+ uint swizzleConst[1];
+};
+
+struct main0_out
+{
+ float4 FragColor [[color(0)]];
+};
+
+struct main0_in
+{
+ float2 vUV [[user(locn0)]];
+};
+
+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 sample_in_func(thread const array<texture2d<float>, 4> uSampler, thread const array<sampler, 4> uSamplerSmplr, constant uint32_t* uSamplerSwzl, thread float2& vUV)
+{
+ return spvTextureSwizzle(uSampler[2].sample(uSamplerSmplr[2], vUV), uSamplerSwzl[2]);
+}
+
+fragment main0_out main0(main0_in in [[stage_in]], constant spvAux& spvAuxBuffer [[buffer(30)]], array<texture2d<float>, 4> uSampler [[texture(0)]], array<sampler, 4> uSamplerSmplr [[sampler(0)]])
+{
+ main0_out out = {};
+ constant uint32_t* uSamplerSwzl = &spvAuxBuffer.swizzleConst[0];
+ out.FragColor = sample_in_func(uSampler, uSamplerSmplr, uSamplerSwzl, in.vUV);
+ return out;
+}
+