SPIRV-Cross/reference/shaders-msl-no-opt/asm/tesc/tess-level-initializer-triangle.asm.tesc
Hans-Kristian Arntzen efed4c9738 MSL: Fix initializer for tess level outputs.
It's an array, not vector.
2021-01-06 10:39:39 +01:00

73 lines
2.4 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> _27 = spvUnsafeArray<float, 2>({ 0.0, 0.0 });
constant spvUnsafeArray<float, 4> _33 = spvUnsafeArray<float, 4>({ 0.0, 0.0, 0.0, 0.0 });
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 MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(0.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(0.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(0.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(0.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(0.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(0.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(0.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(0.0);
gl_out[gl_InvocationID].gl_Position = float4(1.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(3.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(4.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(5.0);
}