27d6d45671
To support loading array of array properly in tessellation, we need a rewrite of how tessellation access chains are handled. The major change is to remove the implicit unflatten step inside access_chain which does not take into account the case where you load directly from a control point array variable. We defer unflatten step until OpLoad time instead. This fixes cases where we load array of {array,matrix,struct}. Removes the hacky path for MSL access chain index workaround.
86 lines
2.2 KiB
GLSL
86 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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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 vInputs_0 [[attribute(0)]];
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float4 vInputs_1 [[attribute(1)]];
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float4 vInputs_2 [[attribute(2)]];
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float4 vInputs_3 [[attribute(3)]];
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};
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struct main0_patchIn
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{
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float4 vBoo_0 [[attribute(4)]];
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float4 vBoo_1 [[attribute(5)]];
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float4 vBoo_2 [[attribute(6)]];
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float4 vBoo_3 [[attribute(7)]];
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int vIndex [[attribute(8)]];
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patch_control_point<main0_in> gl_in;
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};
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[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]])
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{
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main0_out out = {};
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spvUnsafeArray<float4, 4> vBoo = {};
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vBoo[0] = patchIn.vBoo_0;
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vBoo[1] = patchIn.vBoo_1;
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vBoo[2] = patchIn.vBoo_2;
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vBoo[3] = patchIn.vBoo_3;
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float4x4 _57 = float4x4(patchIn.gl_in[0u].vInputs_0, patchIn.gl_in[0u].vInputs_1, patchIn.gl_in[0u].vInputs_2, patchIn.gl_in[0u].vInputs_3);
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float4x4 _59 = float4x4(patchIn.gl_in[1u].vInputs_0, patchIn.gl_in[1u].vInputs_1, patchIn.gl_in[1u].vInputs_2, patchIn.gl_in[1u].vInputs_3);
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float4x4 _47 = _57;
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float4x4 _48 = _59;
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out.gl_Position = (_47[patchIn.vIndex] + _48[patchIn.vIndex]) + vBoo[patchIn.vIndex];
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return out;
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}
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