SPIRV-Cross/reference/shaders-msl-no-opt/tesc/copy-tess-level.tesc
Hans-Kristian Arntzen 85704f70bc MSL: Handle load and store to TessLevel array in TESC.
More edge cases ... :(
2021-02-17 13:26:08 +01:00

71 lines
2.6 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];
}
};
constant spvUnsafeArray<float, 2> _14 = spvUnsafeArray<float, 2>({ 1.0, 2.0 });
constant spvUnsafeArray<float, 4> _21 = spvUnsafeArray<float, 4>({ 1.0, 2.0, 3.0, 4.0 });
struct main0_out
{
float4 gl_Position;
};
kernel void main0(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)]])
{
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 1];
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(_14[0]);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(_14[1]);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_21[0]);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_21[1]);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_21[2]);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(_21[3]);
spvUnsafeArray<float, 2> inner;
inner = spvUnsafeArray<float, 2>({ float(spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1]) });
spvUnsafeArray<float, 4> outer;
outer = spvUnsafeArray<float, 4>({ float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3]) });
gl_out[gl_InvocationID].gl_Position = float4(1.0);
}