8095434dc4
In SPIR-V, there are always two inner levels and four outer levels, even if the input patch isn't a quad patch. But in MSL, due to requirements imposed by Metal, only one inner level and three outer levels exist when the input patch is a triangle patch. We must explicitly ignore any write to the nonexistent second inner and fourth outer levels in this case.
24 lines
843 B
GLSL
24 lines
843 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct TessLevels
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{
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float inner0;
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float inner1;
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float outer0;
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float outer1;
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float outer2;
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float outer3;
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};
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kernel void main0(const device TessLevels& sb_levels [[buffer(0)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device uint* spvIndirectParams [[buffer(29)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
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{
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(sb_levels.inner0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(sb_levels.outer0);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(sb_levels.outer1);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(sb_levels.outer2);
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}
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