SPIRV-Cross/reference/opt/shaders-msl/desktop-only/tesc/basic.desktop.sso.multi-patch.tesc
Lukas Taparauskas 72a2ec4c1b
MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching more threads than control points (#1662)
* Fix '--msl-multi-patch-workgroup' cases where thread count exceeds data bounds

*Fix gl_PrimitiveID off by one error when computing last valid index
*Point gl_out to the last patch's data when threads exceed input data bounds
*Point patchOut to the last patch's data when threads exceed input data bounds

* Update MSL test expectations.

* Undo change to MSL multi-patch hull output bound checks

* Update MSL multi-patch test expectations.
2021-04-29 20:01:26 +02:00

40 lines
1.6 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position;
};
struct main0_patchOut
{
float3 vFoo;
};
struct main0_in
{
uint3 m_86;
ushort2 m_90;
float4 gl_Position;
};
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)]], device main0_in* spvIn [[buffer(22)]])
{
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 1];
device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 1];
device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
uint gl_InvocationID = gl_GlobalInvocationID.x % 1;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(8.8999996185302734375);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(6.900000095367431640625);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(8.8999996185302734375);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(6.900000095367431640625);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(3.900000095367431640625);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(4.900000095367431640625);
patchOut.vFoo = float3(1.0);
gl_out[gl_InvocationID].gl_Position = gl_in[0].gl_Position + gl_in[1].gl_Position;
}