SPIRV-Cross/reference/opt/shaders-msl/masking/write-outputs.mask-point-size.for-tess.vert
Hans-Kristian Arntzen 46c48ee6b5 MSL: Rewrite how IO blocks are emitted in multi-patch mode.
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.
2021-04-19 12:10:49 +02:00

28 lines
729 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 v0;
float4 v1;
float4 gl_Position;
float gl_ClipDistance[2];
};
kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
{
float gl_PointSize = {};
device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
if (any(gl_GlobalInvocationID >= spvStageInputSize))
return;
out.v0 = float4(1.0);
out.v1 = float4(2.0);
out.gl_Position = float4(3.0);
gl_PointSize = 4.0;
out.gl_ClipDistance[0] = 1.0;
out.gl_ClipDistance[1] = 0.5;
}