* 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.
90 lines
2.5 KiB
GLSL
90 lines
2.5 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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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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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct gl_PerVertex
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{
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float4 gl_Position;
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float gl_PointSize;
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spvUnsafeArray<float, 1> gl_ClipDistance;
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spvUnsafeArray<float, 1> gl_CullDistance;
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};
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struct main0_out
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{
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float4 v0;
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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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spvUnsafeArray<float4, 2> v1;
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float4 v3;
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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)]])
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{
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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
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threadgroup gl_PerVertex spvStoragegl_out_masked[8][4];
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threadgroup gl_PerVertex (&gl_out_masked)[4] = spvStoragegl_out_masked[(gl_GlobalInvocationID.x / 4) % 8];
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device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
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uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
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gl_out[gl_InvocationID].v0 = float4(1.0);
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gl_out[gl_InvocationID].v0.z = 3.0;
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if (gl_InvocationID == 0)
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{
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patchOut.v1[0] = float4(2.0);
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((device float*)&patchOut.v1[0])[0u] = 3.0;
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patchOut.v1[1] = float4(2.0);
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((device float*)&patchOut.v1[1])[0u] = 5.0;
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}
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patchOut.v3 = float4(5.0);
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gl_out[gl_InvocationID].gl_Position = float4(10.0);
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gl_out[gl_InvocationID].gl_Position.z = 20.0;
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gl_out_masked[gl_InvocationID].gl_PointSize = 40.0;
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}
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