SPIRV-Cross/reference/shaders-msl/tesc/struct-output.multi-patch.tesc
Lukas Taparauskas 72a2ec4c1b
MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching more threads than control points (#1662)
* 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.
2021-04-29 20:01:26 +02:00

46 lines
1.8 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct te_data
{
float a;
float b;
uint c;
};
struct main0_out
{
float in_te_attr;
te_data in_te_data0;
te_data in_te_data1;
};
struct main0_in
{
float3 in_tc_attr;
ushort2 m_107;
};
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)]])
{
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 3];
device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
uint gl_InvocationID = gl_GlobalInvocationID.x % 3;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1);
te_data d = te_data{ float(gl_InvocationID), float(gl_InvocationID + 1), uint(gl_InvocationID) };
gl_out[gl_InvocationID].in_te_data0 = d;
threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
te_data e = gl_out[(gl_InvocationID + 1) % 3].in_te_data0;
gl_out[gl_InvocationID].in_te_data1 = te_data{ d.a + e.a, d.b + e.b, d.c + e.c };
gl_out[gl_InvocationID].in_te_attr = gl_in[gl_InvocationID].in_tc_attr.x;
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(1.0);
}