blob: b0ca2ddfa400a5fd2a7b05bfee3a3c3ccc18d483 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
template<typename T, size_t N>
struct tint_array {
const constant T& operator[](size_t i) const constant { return elements[i]; }
device T& operator[](size_t i) device { return elements[i]; }
const device T& operator[](size_t i) const device { return elements[i]; }
thread T& operator[](size_t i) thread { return elements[i]; }
const thread T& operator[](size_t i) const thread { return elements[i]; }
threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
T elements[N];
};
struct LightData_packed_vec3 {
/* 0x0000 */ float4 position;
/* 0x0010 */ packed_float3 color;
/* 0x001c */ float radius;
};
struct LightsBuffer_packed_vec3 {
/* 0x0000 */ tint_array<LightData_packed_vec3, 1> lights;
};
struct TileLightIdData {
/* 0x0000 */ atomic_uint count;
/* 0x0004 */ tint_array<uint, 64> lightId;
};
struct Tiles {
/* 0x0000 */ tint_array<TileLightIdData, 4> data;
};
struct Config {
/* 0x0000 */ uint numLights;
/* 0x0004 */ uint numTiles;
/* 0x0008 */ uint tileCountX;
/* 0x000c */ uint tileCountY;
/* 0x0010 */ uint numTileLightSlot;
/* 0x0014 */ uint tileSize;
};
struct Uniforms {
/* 0x0000 */ float4 min;
/* 0x0010 */ float4 max;
/* 0x0020 */ float4x4 viewMatrix;
/* 0x0060 */ float4x4 projectionMatrix;
/* 0x00a0 */ float4 fullScreenSize;
};
struct tint_module_vars_struct {
device LightsBuffer_packed_vec3* lightsBuffer;
device Tiles* tileLightId;
const constant Config* config;
const constant Uniforms* uniforms;
};
#define TINT_ISOLATE_UB(VOLATILE_NAME) \
volatile bool VOLATILE_NAME = true; \
if (VOLATILE_NAME)
void tint_symbol_inner(uint3 GlobalInvocationID, tint_module_vars_struct tint_module_vars) {
uint index = GlobalInvocationID[0u];
if ((index >= (*tint_module_vars.config).numLights)) {
return;
}
device float4* const v = (&(*tint_module_vars.lightsBuffer).lights[index].position);
float const v_1 = ((*tint_module_vars.lightsBuffer).lights[index].position[1u] - 0.10000000149011611938f);
float const v_2 = float(index);
(*v)[1u] = (v_1 + (0.00100000004749745131f * (v_2 - (64.0f * floor((float(index) / 64.0f))))));
if (((*tint_module_vars.lightsBuffer).lights[index].position[1u] < (*tint_module_vars.uniforms).min[1u])) {
(*tint_module_vars.lightsBuffer).lights[index].position[1u] = (*tint_module_vars.uniforms).max[1u];
}
float4x4 M = (*tint_module_vars.uniforms).projectionMatrix;
float viewNear = (-(M[3][2]) / (-1.0f + M[2][2]));
float viewFar = (-(M[3][2]) / (1.0f + M[2][2]));
float4 lightPos = (*tint_module_vars.lightsBuffer).lights[index].position;
lightPos = ((*tint_module_vars.uniforms).viewMatrix * lightPos);
lightPos = (lightPos / lightPos[3u]);
float lightRadius = (*tint_module_vars.lightsBuffer).lights[index].radius;
float4 const v_3 = lightPos;
float4 boxMin = (v_3 - float4(float3(lightRadius), 0.0f));
float4 const v_4 = lightPos;
float4 boxMax = (v_4 + float4(float3(lightRadius), 0.0f));
tint_array<float4, 6> frustumPlanes = {};
frustumPlanes[4] = float4(0.0f, 0.0f, -1.0f, viewNear);
frustumPlanes[5] = float4(0.0f, 0.0f, 1.0f, -(viewFar));
int const TILE_SIZE = 16;
int const TILE_COUNT_X = 2;
int const TILE_COUNT_Y = 2;
{
int y = 0;
TINT_ISOLATE_UB(tint_volatile_true) while(true) {
if ((y < TILE_COUNT_Y)) {
} else {
break;
}
{
int x = 0;
TINT_ISOLATE_UB(tint_volatile_true_1) while(true) {
if ((x < TILE_COUNT_X)) {
} else {
break;
}
int2 tilePixel0Idx = int2(as_type<int>((as_type<uint>(x) * as_type<uint>(TILE_SIZE))), as_type<int>((as_type<uint>(y) * as_type<uint>(TILE_SIZE))));
float2 const v_5 = (2.0f * float2(tilePixel0Idx));
float2 floorCoord = ((v_5 / (*tint_module_vars.uniforms).fullScreenSize.xy) - float2(1.0f));
int2 const v_6 = tilePixel0Idx;
float2 const v_7 = (2.0f * float2(as_type<int2>((as_type<uint2>(v_6) + as_type<uint2>(int2(TILE_SIZE))))));
float2 ceilCoord = ((v_7 / (*tint_module_vars.uniforms).fullScreenSize.xy) - float2(1.0f));
float2 viewFloorCoord = float2((((-(viewNear) * floorCoord[0u]) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * floorCoord[1u]) - (M[2][1] * viewNear)) / M[1][1]));
float2 viewCeilCoord = float2((((-(viewNear) * ceilCoord[0u]) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * ceilCoord[1u]) - (M[2][1] * viewNear)) / M[1][1]));
frustumPlanes[0] = float4(1.0f, 0.0f, (-(viewFloorCoord[0u]) / viewNear), 0.0f);
frustumPlanes[1] = float4(-1.0f, 0.0f, (viewCeilCoord[0u] / viewNear), 0.0f);
frustumPlanes[2] = float4(0.0f, 1.0f, (-(viewFloorCoord[1u]) / viewNear), 0.0f);
frustumPlanes[3] = float4(0.0f, -1.0f, (viewCeilCoord[1u] / viewNear), 0.0f);
float dp = 0.0f;
{
uint i = 0u;
TINT_ISOLATE_UB(tint_volatile_true_2) while(true) {
if ((i < 6u)) {
} else {
break;
}
float4 p = 0.0f;
if ((frustumPlanes[i][0u] > 0.0f)) {
p[0u] = boxMax[0u];
} else {
p[0u] = boxMin[0u];
}
if ((frustumPlanes[i][1u] > 0.0f)) {
p[1u] = boxMax[1u];
} else {
p[1u] = boxMin[1u];
}
if ((frustumPlanes[i][2u] > 0.0f)) {
p[2u] = boxMax[2u];
} else {
p[2u] = boxMin[2u];
}
p[3u] = 1.0f;
float const v_8 = dp;
dp = (v_8 + min(0.0f, dot(p, frustumPlanes[i])));
{
i = (i + 1u);
}
continue;
}
}
if ((dp >= 0.0f)) {
uint tileId = uint(as_type<int>((as_type<uint>(x) + as_type<uint>(as_type<int>((as_type<uint>(y) * as_type<uint>(TILE_COUNT_X)))))));
bool v_9 = false;
if ((tileId < 0u)) {
v_9 = true;
} else {
v_9 = (tileId >= (*tint_module_vars.config).numTiles);
}
if (v_9) {
{
x = as_type<int>((as_type<uint>(x) + as_type<uint>(1)));
}
continue;
}
uint offset = atomic_fetch_add_explicit((&(*tint_module_vars.tileLightId).data[tileId].count), 1u, memory_order_relaxed);
if ((offset >= (*tint_module_vars.config).numTileLightSlot)) {
{
x = as_type<int>((as_type<uint>(x) + as_type<uint>(1)));
}
continue;
}
(*tint_module_vars.tileLightId).data[tileId].lightId[offset] = GlobalInvocationID[0u];
}
{
x = as_type<int>((as_type<uint>(x) + as_type<uint>(1)));
}
continue;
}
}
{
y = as_type<int>((as_type<uint>(y) + as_type<uint>(1)));
}
continue;
}
}
}
kernel void tint_symbol(uint3 GlobalInvocationID [[thread_position_in_grid]], device LightsBuffer_packed_vec3* lightsBuffer [[buffer(2)]], device Tiles* tileLightId [[buffer(3)]], const constant Config* config [[buffer(0)]], const constant Uniforms* uniforms [[buffer(1)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.lightsBuffer=lightsBuffer, .tileLightId=tileLightId, .config=config, .uniforms=uniforms};
tint_symbol_inner(GlobalInvocationID, tint_module_vars);
}