69 lines
2.6 KiB
GLSL
69 lines
2.6 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
|
#pragma clang diagnostic ignored "-Wmissing-braces"
|
|
|
|
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
template<typename T, size_t Num>
|
|
struct spvUnsafeArray
|
|
{
|
|
T elements[Num ? Num : 1];
|
|
|
|
thread T& operator [] (size_t pos) thread
|
|
{
|
|
return elements[pos];
|
|
}
|
|
constexpr const thread T& operator [] (size_t pos) const thread
|
|
{
|
|
return elements[pos];
|
|
}
|
|
|
|
device T& operator [] (size_t pos) device
|
|
{
|
|
return elements[pos];
|
|
}
|
|
constexpr const device T& operator [] (size_t pos) const device
|
|
{
|
|
return elements[pos];
|
|
}
|
|
|
|
constexpr const constant T& operator [] (size_t pos) const constant
|
|
{
|
|
return elements[pos];
|
|
}
|
|
|
|
threadgroup T& operator [] (size_t pos) threadgroup
|
|
{
|
|
return elements[pos];
|
|
}
|
|
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
|
|
{
|
|
return elements[pos];
|
|
}
|
|
};
|
|
|
|
constant spvUnsafeArray<float, 2> _14 = spvUnsafeArray<float, 2>({ 1.0, 2.0 });
|
|
constant spvUnsafeArray<float, 4> _21 = spvUnsafeArray<float, 4>({ 1.0, 2.0, 3.0, 4.0 });
|
|
|
|
struct main0_out
|
|
{
|
|
float4 gl_Position;
|
|
};
|
|
|
|
kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
|
|
{
|
|
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 1];
|
|
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(_14[0]);
|
|
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(_14[1]);
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_21[0]);
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_21[1]);
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_21[2]);
|
|
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(_21[3]);
|
|
spvUnsafeArray<float, 2> inner = spvUnsafeArray<float, 2>({ float(spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1]) });
|
|
spvUnsafeArray<float, 4> outer = spvUnsafeArray<float, 4>({ float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3]) });
|
|
gl_out[gl_InvocationID].gl_Position = float4(1.0);
|
|
}
|
|
|