SPIRV-Cross/reference/shaders-msl/tesc/matrix-output.multi-patch.tesc
Chip Davis 3347b1076d MSL: Fix handling of matrices and structs in the output control point array.
Prior to this point, we were treating them as flattened, as they are in
old-style tessellation control shaders, and still are for structs in
new-style shaders. This is not true for outputs; output composites are
not flattened at all. This semantic mismatch broke a Vulkan CTS test.
It should now pass.
2020-08-03 17:18:18 -05:00

40 lines
1.8 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float in_te_attr;
float4x3 in_te_data0;
float4x3 in_te_data1;
};
struct main0_in
{
float3 in_tc_attr;
ushort2 m_103;
};
kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]])
{
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 3];
device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
uint gl_InvocationID = gl_GlobalInvocationID.x % 3;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1]);
float _15 = float(gl_InvocationID);
float4x3 d = float4x3(float3(_15, 0.0, 0.0), float3(0.0, _15, 0.0), float3(0.0, 0.0, _15), float3(0.0));
gl_out[gl_InvocationID].in_te_data0 = d;
threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
int _42 = (gl_InvocationID + 1) % 3;
gl_out[gl_InvocationID].in_te_data1 = float4x3(d[0] + gl_out[_42].in_te_data0[0], d[1] + gl_out[_42].in_te_data0[1], d[2] + gl_out[_42].in_te_data0[2], d[3] + gl_out[_42].in_te_data0[3]);
gl_out[gl_InvocationID].in_te_attr = gl_in[gl_InvocationID].in_tc_attr.x;
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(1.0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(1.0);
}