* Stuff * More arg buffer stuff * Fixes * Rebase * Pass storage buffers to inline functions * Fix binding * Fix typo + Fix a couple shaders * Enforce ids * Dispose * Mark used buffers as resident * Update depth clear shader * Fix non-contiguous struct defs * Update ChangeBufferStride * Fix StorageBuffer assignments * Fix odyssey crash * Retain buffer bindings * Pad Std140 * Set texture data with safe buffers * Clone buffers * Always declare vert in * Stop clears from breaking OpenGL games * Fix depth clear * Use invariant position * Horribly inefficient texture & sampler arg buffers * Fix missing struct access * Minimise rebinds as much as possible * Build arg buffers on staging buffer
39 lines
796 B
Metal
39 lines
796 B
Metal
#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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};
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struct ClearColor {
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float4 data;
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};
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struct ConstantBuffers {
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constant ClearColor* clear_color;
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};
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vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
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int low = vid & 1;
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int high = vid >> 1;
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VertexOut out;
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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struct FragmentOut {
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float4 color [[color(COLOR_ATTACHMENT_INDEX)]];
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};
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fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
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constant ConstantBuffers &constant_buffers [[buffer(20)]]) {
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return {constant_buffers.clear_color->data};
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}
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