SPIRV-Cross/reference/shaders-msl/desktop-only/tesc/struct-copy.desktop.sso.tesc
Chip Davis 13df78bebf Unflatten inputs when copying to outputs.
This should fix a whole host of issues related to structs in the `Input`
class in a tessellation control shader.

Also, use pointer arithmetic instead of dereferencing the `ops` array.
This is critical in case we wind up stepping beyond the bounds of the
array.
2019-02-13 12:37:24 -06:00

41 lines
1.4 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Boo
{
float3 a;
float3 b;
};
struct main0_out
{
Boo vVertex;
};
struct main0_in
{
float3 Boo_a [[attribute(0)]];
float3 Boo_b [[attribute(1)]];
};
kernel void main0(main0_in in [[stage_in]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
{
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
if (gl_InvocationID < spvIndirectParams[0])
gl_in[gl_InvocationID] = in;
threadgroup_barrier(mem_flags::mem_threadgroup);
Boo vInput_24;
vInput_24.a = gl_in[gl_InvocationID].Boo_a;
vInput_24.b = gl_in[gl_InvocationID].Boo_b;
gl_out[gl_InvocationID].vVertex = vInput_24;
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(2.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(3.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(4.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(2.0);
}