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.
40 lines
1.8 KiB
GLSL
40 lines
1.8 KiB
GLSL
#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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float in_te_attr;
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float4x3 in_te_data0;
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float4x3 in_te_data1;
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};
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struct main0_in
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{
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float3 in_tc_attr;
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ushort2 m_103;
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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 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 % 3];
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device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
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uint gl_InvocationID = gl_GlobalInvocationID.x % 3;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1);
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float _15 = float(gl_InvocationID);
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float4x3 d = float4x3(float3(_15, 0.0, 0.0), float3(0.0, _15, 0.0), float3(0.0, 0.0, _15), float3(0.0));
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gl_out[gl_InvocationID].in_te_data0 = d;
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threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
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int _42 = (gl_InvocationID + 1) % 3;
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gl_out[gl_InvocationID].in_te_data1 = float4x3(d[0] + gl_out[_42].in_te_data0[0], d[1] + gl_out[_42].in_te_data0[1], d[2] + gl_out[_42].in_te_data0[2], d[3] + gl_out[_42].in_te_data0[3]);
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gl_out[gl_InvocationID].in_te_attr = gl_in[gl_InvocationID].in_tc_attr.x;
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(1.0);
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}
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