SPIRV-Cross/reference/opt/shaders-msl/tesc/water_tess.tesc
Chip Davis a43dcd7b99 MSL: Return early from helper tesc invocations.
Return after loading the input control point array if there are more
input points than output points, and this was one of the helper
invocations spun off to load the input points. I was hesitant to do this
initially, since the MSL spec has this to say about barriers:

> The `threadgroup_barrier` (or `simdgroup_barrier`) function must be
> encountered by all threads in a threadgroup (or SIMD-group) executing
> the kernel.

That is, if any thread executes the barrier, then all threads must
execute it, or the barrier'd invocations will hang. But, the key words
here seem to be "executing the kernel;" inactive invocations, those that
have already returned, need not encounter the barrier to prevent hangs.
Indeed, I've encountered no problems from doing this, at least on my
hardware. This also fixes a few CTS tests that were failing due to
execution ordering; apparently, my assumption that the later, invalid
data written by the helpers would get overwritten was wrong.
2019-02-24 12:17:47 -06:00

94 lines
5.6 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct UBO
{
float4 uScale;
float3 uCamPos;
float2 uPatchSize;
float2 uMaxTessLevel;
float uDistanceMod;
float4 uFrustum[6];
};
struct main0_patchOut
{
float2 vOutPatchPosBase;
float4 vPatchLods;
};
struct main0_in
{
float2 vPatchPosBase [[attribute(0)]];
};
kernel void main0(main0_in in [[stage_in]], constant UBO& _41 [[buffer(0)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
{
device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
if (gl_InvocationID < spvIndirectParams[0])
gl_in[gl_InvocationID] = in;
threadgroup_barrier(mem_flags::mem_threadgroup);
if (gl_InvocationID >= 1)
return;
float2 _430 = (gl_in[0].vPatchPosBase - float2(10.0)) * _41.uScale.xy;
float2 _440 = ((gl_in[0].vPatchPosBase + _41.uPatchSize) + float2(10.0)) * _41.uScale.xy;
float3 _445 = float3(_430.x, -10.0, _430.y);
float3 _450 = float3(_440.x, 10.0, _440.y);
float4 _466 = float4((_445 + _450) * 0.5, 1.0);
float3 _513 = float3(length(_450 - _445) * (-0.5));
bool _515 = any(float3(dot(_41.uFrustum[0], _466), dot(_41.uFrustum[1], _466), dot(_41.uFrustum[2], _466)) <= _513);
bool _525;
if (!_515)
{
_525 = any(float3(dot(_41.uFrustum[3], _466), dot(_41.uFrustum[4], _466), dot(_41.uFrustum[5], _466)) <= _513);
}
else
{
_525 = _515;
}
if (!(!_525))
{
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);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(-1.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(-1.0);
}
else
{
patchOut.vOutPatchPosBase = gl_in[0].vPatchPosBase;
float2 _678 = (gl_in[0].vPatchPosBase + (float2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;
float2 _706 = (gl_in[0].vPatchPosBase + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
float _725 = fast::clamp(log2((length(_41.uCamPos - float3(_706.x, 0.0, _706.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
float2 _734 = (gl_in[0].vPatchPosBase + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
float2 _762 = (gl_in[0].vPatchPosBase + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
float _781 = fast::clamp(log2((length(_41.uCamPos - float3(_762.x, 0.0, _762.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
float2 _790 = (gl_in[0].vPatchPosBase + (float2(0.5) * _41.uPatchSize)) * _41.uScale.xy;
float _809 = fast::clamp(log2((length(_41.uCamPos - float3(_790.x, 0.0, _790.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
float2 _818 = (gl_in[0].vPatchPosBase + (float2(1.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
float _837 = fast::clamp(log2((length(_41.uCamPos - float3(_818.x, 0.0, _818.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
float2 _846 = (gl_in[0].vPatchPosBase + (float2(-0.5, 1.5) * _41.uPatchSize)) * _41.uScale.xy;
float2 _874 = (gl_in[0].vPatchPosBase + (float2(0.5, 1.5) * _41.uPatchSize)) * _41.uScale.xy;
float _893 = fast::clamp(log2((length(_41.uCamPos - float3(_874.x, 0.0, _874.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x);
float2 _902 = (gl_in[0].vPatchPosBase + (float2(1.5) * _41.uPatchSize)) * _41.uScale.xy;
float _612 = dot(float4(_781, _809, fast::clamp(log2((length(_41.uCamPos - float3(_846.x, 0.0, _846.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x), _893), float4(0.25));
float _618 = dot(float4(fast::clamp(log2((length(_41.uCamPos - float3(_678.x, 0.0, _678.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x), _725, _781, _809), float4(0.25));
float _624 = dot(float4(_725, fast::clamp(log2((length(_41.uCamPos - float3(_734.x, 0.0, _734.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x), _809, _837), float4(0.25));
float _630 = dot(float4(_809, _837, _893, fast::clamp(log2((length(_41.uCamPos - float3(_902.x, 0.0, _902.y)) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod), 0.0, _41.uMaxTessLevel.x)), float4(0.25));
float4 _631 = float4(_612, _618, _624, _630);
patchOut.vPatchLods = _631;
float4 _928 = exp2(-fast::min(_631, _631.yzwx)) * _41.uMaxTessLevel.y;
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_928.x);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_928.y);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_928.z);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(_928.w);
float _935 = _41.uMaxTessLevel.y * exp2(-fast::min(fast::min(fast::min(_612, _618), fast::min(_624, _630)), _809));
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(_935);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(_935);
}
}