MSL vs/fs shaders use spirv-cross

This commit is contained in:
attilaz
2019-01-22 22:31:41 +01:00
parent dbdb41d5c8
commit 5dba3a93af
5 changed files with 37 additions and 34 deletions

View File

@@ -36,7 +36,7 @@
# define ARRAY_END() }
#endif // BGFX_SHADER_LANGUAGE_GLSL
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# define CONST(_x) static const _x
# define dFdx(_x) ddx(_x)
# define dFdy(_y) ddy(-_y)
@@ -53,8 +53,8 @@
# define REGISTER(_type, _reg) register(_type ## _reg)
# endif // BGFX_SHADER_LANGUAGE_HLSL
# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# define dFdxCoarse(_x) ddx_coarse(_x)
# define dFdxFine(_x) ddx_fine(_x)
# define dFdyCoarse(_y) ddy_coarse(-_y)
@@ -88,7 +88,7 @@ uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
# if !BGFX_SHADER_LANGUAGE_SPIRV
# if !BGFX_SHADER_LANGUAGE_SPIRV && !BGFX_SHADER_LANGUAGE_METAL
uint packHalf2x16(vec2 _x)
{
return (f32tof16(_x.y)<<16) | f32tof16(_x.x);
@@ -98,7 +98,7 @@ vec2 unpackHalf2x16(uint _x)
{
return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) );
}
# endif // !BGFX_SHADER_LANGUAGE_SPIRV
# endif // !BGFX_SHADER_LANGUAGE_SPIRV && !BGFX_SHADER_LANGUAGE_METAL
struct BgfxSampler2D
{
@@ -560,11 +560,11 @@ vec2 vec2_splat(float _x) { return vec2(_x, _x); }
vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
{