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fix(msl-out): use namer
for <fun>{Input,Output}
structs
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@ -118,6 +118,7 @@ By @bradwerth [#6216](https://github.com/gfx-rs/wgpu/pull/6216).
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- Added `gl_DrawID` to glsl and `DrawIndex` to spv. By @ChosenName in [#6325](https://github.com/gfx-rs/wgpu/pull/6325).
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- Matrices can now be indexed by value (#4337), and indexing arrays by value no longer causes excessive spilling (#6358). By @jimblandy in [#6390](https://github.com/gfx-rs/wgpu/pull/6390).
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- Add support for `textureQueryLevels` to the GLSL parser. By @magcius in [#6325](https://github.com/gfx-rs/wgpu/pull/6415).
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- Fix unescaped identifiers in the Metal backend shader I/O structures causing shader miscompilation. By @ErichDonGubler in [#6438](https://github.com/gfx-rs/wgpu/pull/6438).
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#### General
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@ -5063,7 +5063,7 @@ template <typename A>
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// a struct type named `<fun>Input` to hold them. If we are doing
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// vertex pulling, we instead update our attribute mapping to
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// note the types, names, and zero values of the attributes.
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let stage_in_name = format!("{fun_name}Input");
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let stage_in_name = self.namer.call(&format!("{fun_name}Input"));
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let varyings_member_name = self.namer.call("varyings");
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let mut has_varyings = false;
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if !flattened_arguments.is_empty() {
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@ -5115,7 +5115,7 @@ template <typename A>
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// Define a struct type named for the return value, if any, named
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// `<fun>Output`.
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let stage_out_name = format!("{fun_name}Output");
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let stage_out_name = self.namer.call(&format!("{fun_name}Output"));
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let result_member_name = self.namer.call("member");
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let result_type_name = match fun.result {
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Some(ref result) => {
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@ -12,11 +12,11 @@ struct OurVertexShaderOutput {
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struct vsInput {
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metal::float2 xy [[attribute(0)]];
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};
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struct vsOutput {
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struct vsOutput_1 {
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metal::float4 position [[position]];
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metal::float2 texcoord [[user(loc0), center_perspective]];
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};
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vertex vsOutput vs(
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vertex vsOutput_1 vs(
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vsInput varyings [[stage_in]]
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) {
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const auto xy = varyings.xy;
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@ -24,7 +24,7 @@ vertex vsOutput vs(
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vsOutput.position = metal::float4(xy, 0.0, 1.0);
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OurVertexShaderOutput _e6 = vsOutput;
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const auto _tmp = _e6;
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return vsOutput { _tmp.position, _tmp.texcoord };
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return vsOutput_1 { _tmp.position, _tmp.texcoord };
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}
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