SPIRV-Cross/reference/shaders-msl/tese/quad.domain.tese
2022-01-05 13:32:17 +01:00

75 lines
2.2 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_patchIn
{
float4 gl_TessLevelOuter [[attribute(0)]];
float2 gl_TessLevelInner [[attribute(1)]];
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoordIn [[position_in_patch]])
{
main0_out out = {};
spvUnsafeArray<float, 2> gl_TessLevelInner = {};
spvUnsafeArray<float, 4> gl_TessLevelOuter = {};
gl_TessLevelInner[0] = patchIn.gl_TessLevelInner.x;
gl_TessLevelInner[1] = patchIn.gl_TessLevelInner.y;
gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter.x;
gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter.y;
gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter.z;
gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter.w;
float3 gl_TessCoord = float3(gl_TessCoordIn.x, gl_TessCoordIn.y, 0.0);
gl_TessCoord.y = 1.0 - gl_TessCoord.y;
out.gl_Position = float4(((gl_TessCoord.x * gl_TessLevelInner[0]) * gl_TessLevelOuter[0]) + (((1.0 - gl_TessCoord.x) * gl_TessLevelInner[0]) * gl_TessLevelOuter[2]), ((gl_TessCoord.y * gl_TessLevelInner[1]) * gl_TessLevelOuter[3]) + (((1.0 - gl_TessCoord.y) * gl_TessLevelInner[1]) * gl_TessLevelOuter[1]), 0.0, 1.0);
return out;
}