- CMakeLists: bloc if(APPLE) que transpila .spv → .spv.msl amb spirv-cross - gpu_shader_preset: carrega MSL (main0) a macOS, SPIR-V (main) a la resta - Afegeix null-terminator als buffers MSL (SDL3 els tracta com C-string) - README: secció de dependències de shaders per plataforma (Vulkan SDK, spirv-cross) - Inclou .spv.msl generats per ntsc-md-rainbows Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
64 lines
1.5 KiB
Plaintext
64 lines
1.5 KiB
Plaintext
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
|
#pragma clang diagnostic ignored "-Wmissing-braces"
|
|
|
|
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
template<typename T, size_t Num>
|
|
struct spvUnsafeArray
|
|
{
|
|
T elements[Num ? Num : 1];
|
|
|
|
thread T& operator [] (size_t pos) thread
|
|
{
|
|
return elements[pos];
|
|
}
|
|
constexpr const thread T& operator [] (size_t pos) const thread
|
|
{
|
|
return elements[pos];
|
|
}
|
|
|
|
device T& operator [] (size_t pos) device
|
|
{
|
|
return elements[pos];
|
|
}
|
|
constexpr const device T& operator [] (size_t pos) const device
|
|
{
|
|
return elements[pos];
|
|
}
|
|
|
|
constexpr const constant T& operator [] (size_t pos) const constant
|
|
{
|
|
return elements[pos];
|
|
}
|
|
|
|
threadgroup T& operator [] (size_t pos) threadgroup
|
|
{
|
|
return elements[pos];
|
|
}
|
|
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
|
|
{
|
|
return elements[pos];
|
|
}
|
|
};
|
|
|
|
constant spvUnsafeArray<float2, 3> _18 = spvUnsafeArray<float2, 3>({ float2(-1.0), float2(3.0, -1.0), float2(-1.0, 3.0) });
|
|
constant spvUnsafeArray<float2, 3> _26 = spvUnsafeArray<float2, 3>({ float2(0.0, 1.0), float2(2.0, 1.0), float2(0.0, -1.0) });
|
|
|
|
struct main0_out
|
|
{
|
|
float2 v_uv [[user(locn0)]];
|
|
float4 gl_Position [[position]];
|
|
};
|
|
|
|
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
|
|
{
|
|
main0_out out = {};
|
|
out.gl_Position = float4(_18[int(gl_VertexIndex)], 0.0, 1.0);
|
|
out.v_uv = _26[int(gl_VertexIndex)];
|
|
return out;
|
|
}
|
|
|