diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag index 4666702b4f7..730728c1aac 100644 --- a/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag +++ b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag @@ -6,7 +6,8 @@ using namespace metal; // Returns 2D texture coords corresponding to 1D texel buffer coords -inline uint2 spvTexelBufferCoord(uint tc) +static inline __attribute__((always_inline)) +uint2 spvTexelBufferCoord(uint tc) { return uint2(tc % 4096, tc / 4096); } @@ -131,7 +132,8 @@ inline vec<T, 4> spvGatherCompareSwizzle(const thread Tex<T>& t, sampler s, uint return t.gather_compare(s, spvForward<Ts>(params)...); } -inline float4 doSwizzle(thread texture1d<float> tex1d, thread const sampler tex1dSmplr, constant uint& tex1dSwzl, thread texture2d<float> tex2d, thread const sampler tex2dSmplr, constant uint& tex2dSwzl, thread texture3d<float> tex3d, thread const sampler tex3dSmplr, constant uint& tex3dSwzl, thread texturecube<float> texCube, thread const sampler texCubeSmplr, constant uint& texCubeSwzl, thread texture2d_array<float> tex2dArray, thread const sampler tex2dArraySmplr, constant uint& tex2dArraySwzl, thread texturecube_array<float> texCubeArray, thread const sampler texCubeArraySmplr, constant uint& texCubeArraySwzl, thread depth2d<float> depth2d, thread const sampler depth2dSmplr, constant uint& depth2dSwzl, thread depthcube<float> depthCube, thread const sampler depthCubeSmplr, constant uint& depthCubeSwzl, thread depth2d_array<float> depth2dArray, thread const sampler depth2dArraySmplr, constant uint& depth2dArraySwzl, thread depthcube_array<float> depthCubeArray, thread const sampler depthCubeArraySmplr, constant uint& depthCubeArraySwzl, thread texture2d<float> texBuffer) +static inline __attribute__((always_inline)) +float4 doSwizzle(thread texture1d<float> tex1d, thread const sampler tex1dSmplr, constant uint& tex1dSwzl, thread texture2d<float> tex2d, thread const sampler tex2dSmplr, constant uint& tex2dSwzl, thread texture3d<float> tex3d, thread const sampler tex3dSmplr, constant uint& tex3dSwzl, thread texturecube<float> texCube, thread const sampler texCubeSmplr, constant uint& texCubeSwzl, thread texture2d_array<float> tex2dArray, thread const sampler tex2dArraySmplr, constant uint& tex2dArraySwzl, thread texturecube_array<float> texCubeArray, thread const sampler texCubeArraySmplr, constant uint& texCubeArraySwzl, thread depth2d<float> depth2d, thread const sampler depth2dSmplr, constant uint& depth2dSwzl, thread depthcube<float> depthCube, thread const sampler depthCubeSmplr, constant uint& depthCubeSwzl, thread depth2d_array<float> depth2dArray, thread const sampler depth2dArraySmplr, constant uint& depth2dArraySwzl, thread depthcube_array<float> depthCubeArray, thread const sampler depthCubeArraySmplr, constant uint& depthCubeArraySwzl, thread texture2d<float> texBuffer) { float4 c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), tex1dSwzl); c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl); |