SPIRV-Cross/reference/shaders-msl-no-opt/tese/builtin-input-automatic-attribute-assignment.tese
Hans-Kristian Arntzen 82a77e534e MSL: Use proper array for quad tess levels.
We need to handle loads from array as well, so the float4 hack doesn't
work.
2021-04-23 14:12:00 +02:00

81 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_in
{
float4 FragColors [[attribute(2)]];
float4 gl_Position [[attribute(1)]];
};
struct main0_patchIn
{
float4 FragColor [[attribute(0)]];
float4 gl_TessLevelOuter [[attribute(3)]];
float2 gl_TessLevelInner [[attribute(4)]];
patch_control_point<main0_in> gl_in;
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], uint gl_PrimitiveID [[patch_id]])
{
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;
out.gl_Position = (((((float4(1.0) + patchIn.FragColor) + patchIn.gl_in[0].FragColors) + patchIn.gl_in[1].FragColors) + float4(gl_TessLevelInner[0])) + float4(gl_TessLevelOuter[int(gl_PrimitiveID) & 1])) + patchIn.gl_in[0].gl_Position;
return out;
}