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Previously, implicit padding members of `struct`s were suppressed from structure definitions in Metal output if they had a binding specified for them (i.e., `@location(0)`). This padding is, however, is necessary for correct access of member fields passed into shaders by uniform and storage buffers. Unconditionally emit padding members for `struct`s. Resolves [`gfx-rs/wgpu`#4701](https://github.com/gfx-rs/wgpu/pull/4701).
60 lines
1.5 KiB
Plaintext
60 lines
1.5 KiB
Plaintext
// language: metal1.0
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#include <metal_stdlib>
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#include <simd/simd.h>
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using metal::uint;
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struct VertexOutput {
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metal::float2 uv;
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char _pad1[8];
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metal::float4 position;
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};
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constant float c_scale = 1.2;
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struct vert_mainInput {
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metal::float2 pos [[attribute(0)]];
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metal::float2 uv [[attribute(1)]];
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};
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struct vert_mainOutput {
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metal::float2 uv [[user(loc0), center_perspective]];
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metal::float4 position [[position]];
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};
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vertex vert_mainOutput vert_main(
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vert_mainInput varyings [[stage_in]]
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) {
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const auto pos = varyings.pos;
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const auto uv = varyings.uv;
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const auto _tmp = VertexOutput {uv, {}, metal::float4(c_scale * pos, 0.0, 1.0)};
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return vert_mainOutput { _tmp.uv, _tmp.position };
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}
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struct frag_mainInput {
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metal::float2 uv_1 [[user(loc0), center_perspective]];
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};
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struct frag_mainOutput {
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metal::float4 member_1 [[color(0)]];
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};
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fragment frag_mainOutput frag_main(
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frag_mainInput varyings_1 [[stage_in]]
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, metal::texture2d<float, metal::access::sample> u_texture [[user(fake0)]]
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, metal::sampler u_sampler [[user(fake0)]]
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) {
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const auto uv_1 = varyings_1.uv_1;
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metal::float4 color = u_texture.sample(u_sampler, uv_1);
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if (color.w == 0.0) {
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metal::discard_fragment();
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}
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metal::float4 premultiplied = color.w * color;
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return frag_mainOutput { premultiplied };
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}
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struct fs_extraOutput {
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metal::float4 member_2 [[color(0)]];
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};
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fragment fs_extraOutput fs_extra(
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) {
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return fs_extraOutput { metal::float4(0.0, 0.5, 0.0, 0.5) };
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}
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