2019-08-14 15:09:39 +00:00
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#pragma clang diagnostic ignored "-Wunused-variable"
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MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.
In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.
On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.
Fixes #120.
2019-02-06 00:13:26 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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2019-08-14 15:09:39 +00:00
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template <typename T, size_t Num>
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struct unsafe_array
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{
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T __Elements[Num ? Num : 1];
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constexpr size_t size() const thread { return Num; }
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constexpr size_t max_size() const thread { return Num; }
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constexpr bool empty() const thread { return Num == 0; }
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constexpr size_t size() const device { return Num; }
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constexpr size_t max_size() const device { return Num; }
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constexpr bool empty() const device { return Num == 0; }
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constexpr size_t size() const constant { return Num; }
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constexpr size_t max_size() const constant { return Num; }
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constexpr bool empty() const constant { return Num == 0; }
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constexpr size_t size() const threadgroup { return Num; }
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constexpr size_t max_size() const threadgroup { return Num; }
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constexpr bool empty() const threadgroup { return Num == 0; }
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thread T &operator[](size_t pos) thread
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{
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return __Elements[pos];
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}
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constexpr const thread T &operator[](size_t pos) const thread
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{
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return __Elements[pos];
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}
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device T &operator[](size_t pos) device
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{
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return __Elements[pos];
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}
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constexpr const device T &operator[](size_t pos) const device
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{
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return __Elements[pos];
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}
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constexpr const constant T &operator[](size_t pos) const constant
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{
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return __Elements[pos];
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}
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threadgroup T &operator[](size_t pos) threadgroup
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{
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return __Elements[pos];
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}
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constexpr const threadgroup T &operator[](size_t pos) const threadgroup
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{
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return __Elements[pos];
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}
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};
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MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.
In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.
On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.
Fixes #120.
2019-02-06 00:13:26 +00:00
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using namespace metal;
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struct main0_out
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{
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float4 gl_Position [[position]];
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};
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struct main0_patchIn
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{
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2019-02-22 18:11:17 +00:00
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float2 gl_TessLevelInner [[attribute(0)]];
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float4 gl_TessLevelOuter [[attribute(1)]];
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MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.
In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.
On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.
Fixes #120.
2019-02-06 00:13:26 +00:00
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};
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[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]])
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{
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main0_out out = {};
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2019-02-22 18:11:17 +00:00
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out.gl_Position = float4(((gl_TessCoord.x * patchIn.gl_TessLevelInner.x) * patchIn.gl_TessLevelOuter.x) + (((1.0 - gl_TessCoord.x) * patchIn.gl_TessLevelInner.x) * patchIn.gl_TessLevelOuter.z), ((gl_TessCoord.y * patchIn.gl_TessLevelInner.y) * patchIn.gl_TessLevelOuter.y) + (((1.0 - gl_TessCoord.y) * patchIn.gl_TessLevelInner.y) * patchIn.gl_TessLevelOuter.w), 0.0, 1.0);
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MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.
In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.
On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.
Fixes #120.
2019-02-06 00:13:26 +00:00
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return out;
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}
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