SPIRV-Cross/reference/opt/shaders-msl/tesc/struct-output.multi-patch.tesc

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct te_data
{
float a;
float b;
uint c;
};
struct main0_out
{
float in_te_attr;
te_data in_te_data0;
te_data in_te_data1;
};
struct main0_in
{
float3 in_tc_attr;
ushort2 m_119;
};
kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]])
{
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 3];
device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
uint gl_InvocationID = gl_GlobalInvocationID.x % 3;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1);
float _15 = float(gl_InvocationID);
int _18 = gl_InvocationID + 1;
float _19 = float(_18);
uint _21 = uint(gl_InvocationID);
gl_out[gl_InvocationID].in_te_data0 = te_data{ _15, _19, _21 };
threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
int _38 = _18 % 3;
gl_out[gl_InvocationID].in_te_data1 = te_data{ _15 + gl_out[_38].in_te_data0.a, _19 + gl_out[_38].in_te_data0.b, _21 + gl_out[_38].in_te_data0.c };
gl_out[gl_InvocationID].in_te_attr = gl_in[gl_InvocationID].in_tc_attr.x;
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(1.0);
}