46c48ee6b5
Firstly, never flatten inputs or outputs in multi-patch mode. The main scenario where we do need to care is Block IO. In this case, we should only flatten the top-level member, and after that we use access chains as normal. Using structs in Input storage class is now possible as well. We don't need to consider per-location fixups at all here. In Vulkan, IO structs must match exactly. Only plain vectors can have smaller vector sizes as a special case.
37 lines
1.3 KiB
GLSL
37 lines
1.3 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 Boo
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{
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float3 a;
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uint3 b;
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};
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struct main0_out
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{
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Boo vVertex;
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};
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struct main0_in
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{
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Boo vInput;
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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 % 4];
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device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
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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]);
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gl_out[gl_InvocationID].vVertex = gl_in[gl_InvocationID].vInput;
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(2.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(3.0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(4.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(2.0);
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}
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