72a2ec4c1b
* Fix '--msl-multi-patch-workgroup' cases where thread count exceeds data bounds *Fix gl_PrimitiveID off by one error when computing last valid index *Point gl_out to the last patch's data when threads exceed input data bounds *Point patchOut to the last patch's data when threads exceed input data bounds * Update MSL test expectations. * Undo change to MSL multi-patch hull output bound checks * Update MSL multi-patch test expectations.
48 lines
1.9 KiB
GLSL
48 lines
1.9 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 gl_Position;
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};
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struct main0_patchOut
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{
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float3 vFoo;
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};
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struct main0_in
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{
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uint3 m_78;
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ushort2 m_82;
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float4 gl_Position;
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};
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static inline __attribute__((always_inline))
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void set_position(device main0_out* thread & gl_out, thread uint& gl_InvocationID, device main0_in* thread & gl_in)
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{
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gl_out[gl_InvocationID].gl_Position = gl_in[0].gl_Position + gl_in[1].gl_Position;
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}
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]])
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{
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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 1];
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device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 1];
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device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
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uint gl_InvocationID = gl_GlobalInvocationID.x % 1;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(8.8999996185302734375);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(6.900000095367431640625);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(8.8999996185302734375);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(6.900000095367431640625);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(3.900000095367431640625);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(4.900000095367431640625);
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patchOut.vFoo = float3(1.0);
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set_position(gl_out, gl_InvocationID, gl_in);
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}
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