27d6d45671
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.
41 lines
1.4 KiB
GLSL
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);
|
|
}
|
|
|