SPIRV-Cross/reference/opt/shaders-msl/desktop-only/tesc/struct-copy.desktop.sso.tesc
Hans-Kristian Arntzen 27d6d45671 MSL: Rewrite tessellation_access_chain.
To support loading array of array properly in tessellation, we need a
rewrite of how tessellation access chains are handled.

The major change is to remove the implicit unflatten step inside
access_chain which does not take into account the case where you load
directly from a control point array variable.

We defer unflatten step until OpLoad time instead.
This fixes cases where we load array of {array,matrix,struct}.

Removes the hacky path for MSL access chain index workaround.
2019-10-26 16:10:12 +02:00

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)]], constant 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);
if (gl_InvocationID >= 4)
return;
Boo _25 = { gl_in[gl_InvocationID].Boo_a, gl_in[gl_InvocationID].Boo_b };
gl_out[gl_InvocationID].vVertex = _25;
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);
}