[msl-out] shorten the expression name

This commit is contained in:
Dzmitry Malyshau
2021-04-08 23:59:47 -04:00
committed by Dzmitry Malyshau
parent 4ff5fa4568
commit f3ba6e91c2
7 changed files with 23 additions and 23 deletions

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@@ -16,7 +16,7 @@ use std::{
const NAMESPACE: &str = "metal";
const INDENT: &str = " ";
const BAKE_PREFIX: &str = "_expr";
const BAKE_PREFIX: &str = "_e";
#[derive(Clone)]
struct Level(usize);

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@@ -36,8 +36,8 @@ kernel void main1(
metal::uint3 global_id [[thread_position_in_grid]]
, device PrimeIndices& v_indices [[user(fake0)]]
) {
metal::uint _expr9 = collatz_iterations(v_indices.data[global_id.x]);
v_indices.data[global_id.x] = _expr9;
metal::uint _e9 = collatz_iterations(v_indices.data[global_id.x]);
v_indices.data[global_id.x] = _e9;
return;
}

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@@ -13,9 +13,9 @@ kernel void main1(
, metal::texture2d<uint, metal::access::read> image_src [[user(fake0)]]
, metal::texture1d<uint, metal::access::write> image_dst [[user(fake0)]]
) {
metal::int2 _expr12 = (int2(image_src.get_width(), image_src.get_height()) * static_cast<int2>(metal::uint2(local_id.x, local_id.y))) % metal::int2(10, 20);
metal::uint4 _expr13 = image_src.read(metal::uint2(_expr12));
image_dst.write(_expr13, metal::uint(_expr12.x));
metal::int2 _e12 = (int2(image_src.get_width(), image_src.get_height()) * static_cast<int2>(metal::uint2(local_id.x, local_id.y))) % metal::int2(10, 20);
metal::uint4 _e13 = image_src.read(metal::uint2(_e12));
image_dst.write(_e13, metal::uint(_e12.x));
return;
}

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@@ -26,8 +26,8 @@ void main1(
thread metal::float2 const& a_pos
) {
v_uv = a_uv;
metal::float2 _expr13 = a_pos;
_.gl_Position = metal::float4(_expr13.x, _expr13.y, 0.0, 1.0);
metal::float2 _e13 = a_pos;
_.gl_Position = metal::float4(_e13.x, _e13.y, 0.0, 1.0);
return;
}

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@@ -44,10 +44,10 @@ fragment main2Output main2(
, metal::sampler u_sampler [[user(fake0)]]
) {
const auto uv2 = varyings1.uv2;
metal::float4 _expr4 = u_texture.sample(u_sampler, uv2);
if (_expr4.w == 0.0) {
metal::float4 _e4 = u_texture.sample(u_sampler, uv2);
if (_e4.w == 0.0) {
metal::discard_fragment();
}
return main2Output { _expr4.w * _expr4 };
return main2Output { _e4.w * _e4 };
}

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@@ -29,9 +29,9 @@ float fetch_shadow(
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
float _expr15 = 1.0 / homogeneous_coords.w;
float _expr28 = t_shadow.sample_compare(sampler_shadow, ((metal::float2(homogeneous_coords.x, homogeneous_coords.y) * metal::float2(0.5, -0.5)) * _expr15) + metal::float2(0.5, 0.5), static_cast<int>(light_id), homogeneous_coords.z * _expr15);
return _expr28;
float _e15 = 1.0 / homogeneous_coords.w;
float _e28 = t_shadow.sample_compare(sampler_shadow, ((metal::float2(homogeneous_coords.x, homogeneous_coords.y) * metal::float2(0.5, -0.5)) * _e15) + metal::float2(0.5, 0.5), static_cast<int>(light_id), homogeneous_coords.z * _e15);
return _e28;
}
struct fs_mainInput {
@@ -61,9 +61,9 @@ fragment fs_mainOutput fs_main(
if (i >= metal::min(u_globals.num_lights.x, c_max_lights)) {
break;
}
Light _expr21 = s_lights.data[i];
float _expr25 = fetch_shadow(i, _expr21.proj * position, t_shadow, sampler_shadow);
color1 = color1 + ((_expr25 * metal::max(0.0, metal::dot(metal::normalize(raw_normal), metal::normalize(metal::float3(_expr21.pos.x, _expr21.pos.y, _expr21.pos.z) - metal::float3(position.x, position.y, position.z))))) * metal::float3(_expr21.color.x, _expr21.color.y, _expr21.color.z));
Light _e21 = s_lights.data[i];
float _e25 = fetch_shadow(i, _e21.proj * position, t_shadow, sampler_shadow);
color1 = color1 + ((_e25 * metal::max(0.0, metal::dot(metal::normalize(raw_normal), metal::normalize(metal::float3(_e21.pos.x, _e21.pos.y, _e21.pos.z) - metal::float3(position.x, position.y, position.z))))) * metal::float3(_e21.color.x, _e21.color.y, _e21.color.z));
}
return fs_mainOutput { metal::float4(color1, 1.0) };
}

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@@ -29,10 +29,10 @@ vertex vs_mainOutput vs_main(
VertexOutput out;
tmp1_ = static_cast<int>(vertex_index) / 2;
tmp2_ = static_cast<int>(vertex_index) & 1;
metal::float4 _expr24 = metal::float4((static_cast<float>(tmp1_) * 4.0) - 1.0, (static_cast<float>(tmp2_) * 4.0) - 1.0, 0.0, 1.0);
metal::float4 _expr50 = r_data.proj_inv * _expr24;
out.uv = metal::transpose(metal::float3x3(metal::float3(r_data.view[0].x, r_data.view[0].y, r_data.view[0].z), metal::float3(r_data.view[1].x, r_data.view[1].y, r_data.view[1].z), metal::float3(r_data.view[2].x, r_data.view[2].y, r_data.view[2].z))) * metal::float3(_expr50.x, _expr50.y, _expr50.z);
out.position = _expr24;
metal::float4 _e24 = metal::float4((static_cast<float>(tmp1_) * 4.0) - 1.0, (static_cast<float>(tmp2_) * 4.0) - 1.0, 0.0, 1.0);
metal::float4 _e50 = r_data.proj_inv * _e24;
out.uv = metal::transpose(metal::float3x3(metal::float3(r_data.view[0].x, r_data.view[0].y, r_data.view[0].z), metal::float3(r_data.view[1].x, r_data.view[1].y, r_data.view[1].z), metal::float3(r_data.view[2].x, r_data.view[2].y, r_data.view[2].z))) * metal::float3(_e50.x, _e50.y, _e50.z);
out.position = _e24;
const auto _tmp = out;
return vs_mainOutput { _tmp.position, _tmp.uv };
}
@@ -58,7 +58,7 @@ fragment fs_mainOutput fs_main(
metal::coord::normalized
);
const VertexOutput in = { position, varyings1.uv };
metal::float4 _expr5 = r_texture.sample(r_sampler, in.uv);
return fs_mainOutput { _expr5 };
metal::float4 _e5 = r_texture.sample(r_sampler, in.uv);
return fs_mainOutput { _e5 };
}