1d5eba67f8
There was a hack to workaround a bug in DXC where control point -> patch constant phase was passed in Function storage, but we have to use Workgroup here. We will not support these kinds of hacks for invalid SPIR-V, so hack the reference files to use the "proper" fix and remove the hack for time being.
179 lines
7.8 KiB
GLSL
179 lines
7.8 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 FVertexFactoryInterpolantsVSToPS
|
|
{
|
|
float4 TangentToWorld0;
|
|
float4 TangentToWorld2;
|
|
};
|
|
|
|
struct FVertexFactoryInterpolantsVSToDS
|
|
{
|
|
FVertexFactoryInterpolantsVSToPS InterpolantsVSToPS;
|
|
};
|
|
|
|
struct FSharedBasePassInterpolants
|
|
{
|
|
};
|
|
struct FBasePassInterpolantsVSToDS
|
|
{
|
|
FSharedBasePassInterpolants _m0;
|
|
};
|
|
|
|
struct FBasePassVSToDS
|
|
{
|
|
FVertexFactoryInterpolantsVSToDS FactoryInterpolants;
|
|
FBasePassInterpolantsVSToDS BasePassInterpolants;
|
|
float4 Position;
|
|
};
|
|
|
|
struct FFlatTessellationHSToDS
|
|
{
|
|
FBasePassVSToDS PassSpecificData;
|
|
float3 DisplacementScale;
|
|
float TessellationMultiplier;
|
|
float WorldDisplacementMultiplier;
|
|
};
|
|
|
|
struct type_Primitive
|
|
{
|
|
float4x4 Primitive_LocalToWorld;
|
|
float4 Primitive_InvNonUniformScaleAndDeterminantSign;
|
|
float4 Primitive_ObjectWorldPositionAndRadius;
|
|
float4x4 Primitive_WorldToLocal;
|
|
float4x4 Primitive_PreviousLocalToWorld;
|
|
float4x4 Primitive_PreviousWorldToLocal;
|
|
packed_float3 Primitive_ActorWorldPosition;
|
|
float Primitive_UseSingleSampleShadowFromStationaryLights;
|
|
packed_float3 Primitive_ObjectBounds;
|
|
float Primitive_LpvBiasMultiplier;
|
|
float Primitive_DecalReceiverMask;
|
|
float Primitive_PerObjectGBufferData;
|
|
float Primitive_UseVolumetricLightmapShadowFromStationaryLights;
|
|
float Primitive_DrawsVelocity;
|
|
float4 Primitive_ObjectOrientation;
|
|
float4 Primitive_NonUniformScale;
|
|
packed_float3 Primitive_LocalObjectBoundsMin;
|
|
uint Primitive_LightingChannelMask;
|
|
packed_float3 Primitive_LocalObjectBoundsMax;
|
|
uint Primitive_LightmapDataIndex;
|
|
packed_float3 Primitive_PreSkinnedLocalBounds;
|
|
int Primitive_SingleCaptureIndex;
|
|
uint Primitive_OutputVelocity;
|
|
uint PrePadding_Primitive_420;
|
|
uint PrePadding_Primitive_424;
|
|
uint PrePadding_Primitive_428;
|
|
float4 Primitive_CustomPrimitiveData[4];
|
|
};
|
|
|
|
struct type_Material
|
|
{
|
|
float4 Material_VectorExpressions[3];
|
|
float4 Material_ScalarExpressions[1];
|
|
};
|
|
|
|
constant float4 _88 = {};
|
|
|
|
struct main0_out
|
|
{
|
|
float3 out_var_Flat_DisplacementScales;
|
|
float out_var_Flat_TessellationMultiplier;
|
|
float out_var_Flat_WorldDisplacementMultiplier;
|
|
float4 out_var_TEXCOORD10_centroid;
|
|
float4 out_var_TEXCOORD11_centroid;
|
|
float4 out_var_VS_To_DS_Position;
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float4 in_var_TEXCOORD10_centroid [[attribute(0)]];
|
|
float4 in_var_TEXCOORD11_centroid [[attribute(1)]];
|
|
float4 in_var_VS_To_DS_Position [[attribute(2)]];
|
|
};
|
|
|
|
kernel void main0(main0_in in [[stage_in]], constant type_Primitive& Primitive [[buffer(0)]], constant type_Material& Material [[buffer(1)]], 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 MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
|
|
{
|
|
threadgroup FFlatTessellationHSToDS temp_var_hullMainRetVal[3];
|
|
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3];
|
|
if (gl_InvocationID < spvIndirectParams[0])
|
|
gl_in[gl_InvocationID] = in;
|
|
threadgroup_barrier(mem_flags::mem_threadgroup);
|
|
if (gl_InvocationID >= 3)
|
|
return;
|
|
spvUnsafeArray<float4, 3> _90 = spvUnsafeArray<float4, 3>({ gl_in[0].in_var_TEXCOORD10_centroid, gl_in[1].in_var_TEXCOORD10_centroid, gl_in[2].in_var_TEXCOORD10_centroid });
|
|
spvUnsafeArray<float4, 3> _91 = spvUnsafeArray<float4, 3>({ gl_in[0].in_var_TEXCOORD11_centroid, gl_in[1].in_var_TEXCOORD11_centroid, gl_in[2].in_var_TEXCOORD11_centroid });
|
|
spvUnsafeArray<float4, 3> _104 = spvUnsafeArray<float4, 3>({ gl_in[0].in_var_VS_To_DS_Position, gl_in[1].in_var_VS_To_DS_Position, gl_in[2].in_var_VS_To_DS_Position });
|
|
spvUnsafeArray<FBasePassVSToDS, 3> _111 = spvUnsafeArray<FBasePassVSToDS, 3>({ FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _90[0], _91[0] } }, FBasePassInterpolantsVSToDS{ { } }, _104[0] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _90[1], _91[1] } }, FBasePassInterpolantsVSToDS{ { } }, _104[1] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _90[2], _91[2] } }, FBasePassInterpolantsVSToDS{ { } }, _104[2] } });
|
|
spvUnsafeArray<FBasePassVSToDS, 3> param_var_I;
|
|
param_var_I = _111;
|
|
float3 _128 = Primitive.Primitive_NonUniformScale.xyz * float3x3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz) * float3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.w), param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz);
|
|
gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0;
|
|
gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2;
|
|
gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position;
|
|
gl_out[gl_InvocationID].out_var_Flat_DisplacementScales = _128;
|
|
gl_out[gl_InvocationID].out_var_Flat_TessellationMultiplier = Material.Material_ScalarExpressions[0].x;
|
|
gl_out[gl_InvocationID].out_var_Flat_WorldDisplacementMultiplier = 1.0;
|
|
temp_var_hullMainRetVal[gl_InvocationID] = FFlatTessellationHSToDS{ param_var_I[gl_InvocationID], _128, Material.Material_ScalarExpressions[0].x, 1.0 };
|
|
threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
|
|
if (gl_InvocationID == 0u)
|
|
{
|
|
float4 _154 = _88;
|
|
_154.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier);
|
|
float4 _160 = _154;
|
|
_160.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier);
|
|
float4 _165 = _160;
|
|
_165.z = 0.5 * (temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier);
|
|
float4 _172 = _165;
|
|
_172.w = 0.333000004291534423828125 * ((temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier) + temp_var_hullMainRetVal[2u].TessellationMultiplier);
|
|
float4 _173 = fast::clamp(_172, float4(1.0), float4(15.0));
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0u] = half(_173.x);
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1u] = half(_173.y);
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2u] = half(_173.z);
|
|
spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_173.w);
|
|
}
|
|
}
|
|
|