72a2ec4c1b
* 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.
80 lines
2.2 KiB
GLSL
80 lines
2.2 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct main0_out
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{
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spvUnsafeArray<float4, 2> Foo;
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float4 gl_Position;
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};
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struct main0_patchOut
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{
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spvUnsafeArray<float4, 2> pFoo;
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};
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struct main0_in
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{
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spvUnsafeArray<float4, 2> iFoo;
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float4 ipFoo;
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};
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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)]])
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{
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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
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device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
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device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
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uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
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gl_out[gl_InvocationID].gl_Position = float4(1.0);
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gl_out[gl_InvocationID].Foo = gl_in[gl_InvocationID].iFoo;
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if (gl_InvocationID == 0)
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{
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spvUnsafeArray<float4, 2> _56 = spvUnsafeArray<float4, 2>({ gl_in[0].ipFoo, gl_in[1].ipFoo });
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patchOut.pFoo = _56;
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}
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}
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