In a Metal shader, I am trying to make use of the [[clip_distance]] attribute in the output structure of a vertex shader function as follows:
struct vtx_out
{
float4 gl_Position [[position]];
float gl_ClipDistance[1] [[clip_distance]];
};
However, this results in the following shader compilation error:
<program source>:86:32: error: 'clip_distance' attribute cannot be applied to types
float gl_ClipDistance[1] [[clip_distance]];
^
I am trying to compile this for running on a Mac running OS X El Capitan.
Why am I getting this error, and how can I make use of the [[clip_distance]] attribute?
Use this:
struct vtx_out
{
float4 gl_Position [[position]];
float gl_ClipDistance [[clip_distance]] [1];
};
In the Metal shading language clip_distance
is a declaration attribute.
The C++ spec [dcl.array]
states:
In a declaration T D where D has the form
D1 [ constant-expressionopt] attribute-specifier-seqopt
... The optional attribute-specifier-seq appertains to the array.
This is why placing the attribute at the end makes Clang treat it like a type attribute and you get the error that you see.