2019-02-04 05:58:46 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct UBO
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{
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float4 uScale;
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float3 uCamPos;
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float2 uPatchSize;
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float2 uMaxTessLevel;
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float uDistanceMod;
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float4 uFrustum[6];
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};
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struct main0_patchOut
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{
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float2 vOutPatchPosBase;
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float4 vPatchLods;
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};
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struct main0_in
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{
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float2 vPatchPosBase [[attribute(0)]];
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};
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2019-04-10 17:37:04 +00:00
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kernel void main0(main0_in in [[stage_in]], constant UBO& _41 [[buffer(0)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
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2019-02-04 05:58:46 +00:00
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{
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device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
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if (gl_InvocationID < spvIndirectParams[0])
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gl_in[gl_InvocationID] = in;
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threadgroup_barrier(mem_flags::mem_threadgroup);
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MSL: Return early from helper tesc invocations.
Return after loading the input control point array if there are more
input points than output points, and this was one of the helper
invocations spun off to load the input points. I was hesitant to do this
initially, since the MSL spec has this to say about barriers:
> The `threadgroup_barrier` (or `simdgroup_barrier`) function must be
> encountered by all threads in a threadgroup (or SIMD-group) executing
> the kernel.
That is, if any thread executes the barrier, then all threads must
execute it, or the barrier'd invocations will hang. But, the key words
here seem to be "executing the kernel;" inactive invocations, those that
have already returned, need not encounter the barrier to prevent hangs.
Indeed, I've encountered no problems from doing this, at least on my
hardware. This also fixes a few CTS tests that were failing due to
execution ordering; apparently, my assumption that the later, invalid
data written by the helpers would get overwritten was wrong.
2019-02-24 18:06:54 +00:00
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if (gl_InvocationID >= 1)
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return;
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2020-05-20 14:27:49 +00:00
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float2 _431 = (gl_in[0].vPatchPosBase - float2(10.0)) * _41.uScale.xy;
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float2 _441 = ((gl_in[0].vPatchPosBase + _41.uPatchSize) + float2(10.0)) * _41.uScale.xy;
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float3 _446 = float3(_431.x, -10.0, _431.y);
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float3 _451 = float3(_441.x, 10.0, _441.y);
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float4 _467 = float4((_446 + _451) * 0.5, 1.0);
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float3 _514 = float3(length(_451 - _446) * (-0.5));
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bool _516 = any(float3(dot(_41.uFrustum[0], _467), dot(_41.uFrustum[1], _467), dot(_41.uFrustum[2], _467)) <= _514);
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bool _526;
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if (!_516)
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2019-02-04 05:58:46 +00:00
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{
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2020-05-20 14:27:49 +00:00
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_526 = any(float3(dot(_41.uFrustum[3], _467), dot(_41.uFrustum[4], _467), dot(_41.uFrustum[5], _467)) <= _514);
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2019-02-04 05:58:46 +00:00
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}
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else
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{
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2020-05-20 14:27:49 +00:00
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_526 = _516;
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2019-02-04 05:58:46 +00:00
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}
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2020-05-20 14:27:49 +00:00
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if (!(!_526))
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2019-02-04 05:58:46 +00:00
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{
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(-1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(-1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(-1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(-1.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(-1.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(-1.0);
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}
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else
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{
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patchOut.vOutPatchPosBase = gl_in[0].vPatchPosBase;
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2020-05-20 14:27:49 +00:00
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float2 _681 = (gl_in[0].vPatchPosBase + (float2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;
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float2 _710 = (gl_in[0].vPatchPosBase + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
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float _729 = fast::clamp(log2((length(_41.uCamPos - float3(_710.x, 0.0, _710.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
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float2 _739 = (gl_in[0].vPatchPosBase + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
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float2 _768 = (gl_in[0].vPatchPosBase + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
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float _787 = fast::clamp(log2((length(_41.uCamPos - float3(_768.x, 0.0, _768.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
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float2 _797 = (gl_in[0].vPatchPosBase + (float2(0.5) * _41.uPatchSize)) * _41.uScale.xy;
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float _816 = fast::clamp(log2((length(_41.uCamPos - float3(_797.x, 0.0, _797.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
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float2 _826 = (gl_in[0].vPatchPosBase + (float2(1.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
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float _845 = fast::clamp(log2((length(_41.uCamPos - float3(_826.x, 0.0, _826.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
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float2 _855 = (gl_in[0].vPatchPosBase + (float2(-0.5, 1.5) * _41.uPatchSize)) * _41.uScale.xy;
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float2 _884 = (gl_in[0].vPatchPosBase + (float2(0.5, 1.5) * _41.uPatchSize)) * _41.uScale.xy;
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float _903 = fast::clamp(log2((length(_41.uCamPos - float3(_884.x, 0.0, _884.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
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float2 _913 = (gl_in[0].vPatchPosBase + (float2(1.5) * _41.uPatchSize)) * _41.uScale.xy;
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float _614 = dot(float4(_787, _816, fast::clamp(log2((length(_41.uCamPos - float3(_855.x, 0.0, _855.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x), _903), float4(0.25));
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float _620 = dot(float4(fast::clamp(log2((length(_41.uCamPos - float3(_681.x, 0.0, _681.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x), _729, _787, _816), float4(0.25));
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float _626 = dot(float4(_729, fast::clamp(log2((length(_41.uCamPos - float3(_739.x, 0.0, _739.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x), _816, _845), float4(0.25));
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float _632 = dot(float4(_816, _845, _903, fast::clamp(log2((length(_41.uCamPos - float3(_913.x, 0.0, _913.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x)), float4(0.25));
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float4 _633 = float4(_614, _620, _626, _632);
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patchOut.vPatchLods = _633;
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float4 _940 = exp2(-fast::min(_633, _633.yzwx)) * _41.uMaxTessLevel.y;
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_940.x);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_940.y);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_940.z);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(_940.w);
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float _948 = _41.uMaxTessLevel.y * exp2(-fast::min(fast::min(fast::min(_614, _620), fast::min(_626, _632)), _816));
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(_948);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(_948);
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2019-02-04 05:58:46 +00:00
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}
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}
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