SPIRV-Cross/reference/shaders-msl-no-opt/asm/masking/initializers-block.mask-location-1.multi-patch.msl2.asm.tesc
Hans-Kristian Arntzen 23da445bd4 MSL: Emit multiple threadgroup slices for multi-patch.
Multiple patches can run in the same workgroup when using multi-patch
mode, so we need to allocate enough storage to avoid false sharing.
2021-04-19 12:10:49 +02:00

85 lines
2.2 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];
}
};
struct C
{
float4 v;
};
struct P
{
float4 v;
};
struct main0_out
{
float4 C_v;
float4 gl_Position;
float gl_PointSize;
};
struct main0_patchOut
{
};
kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
spvUnsafeArray<C, 4> _18 = spvUnsafeArray<C, 4>({ C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) } });
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
gl_out[gl_InvocationID].C_v = _18[gl_GlobalInvocationID].v;
device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
threadgroup P spvStoragep[8];
threadgroup P (&p) = spvStoragep[(gl_GlobalInvocationID.x / 4) % 8];
p = P{ float4(0.0) };
uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]);
gl_out[gl_InvocationID].C_v = float4(1.0);
p.v = float4(2.0);
gl_out[gl_InvocationID].gl_Position = float4(3.0);
gl_out[gl_InvocationID].gl_PointSize = 4.0;
}