SPIRV-Cross/reference/shaders-msl-no-opt/tesc/passthrough-clip-cull.multi-patch.tesc
Hans-Kristian Arntzen a159334895 MSL: Correctly analyze if builtin block is active.
Need to consider all members, bi_type is invalid for Blocks, need to
look at member decorations.
2021-04-19 12:10:49 +02:00

31 lines
1.1 KiB
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float gl_ClipDistance[2];
float gl_CullDistance[1];
};
struct main0_in
{
uint3 m_57;
ushort2 m_61;
float gl_ClipDistance[2];
float gl_CullDistance[1];
};
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 % 4];
device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]);
gl_out[gl_InvocationID].gl_ClipDistance[0] = gl_in[gl_InvocationID].gl_ClipDistance[0];
gl_out[gl_InvocationID].gl_ClipDistance[1] = gl_in[gl_InvocationID].gl_ClipDistance[1];
gl_out[gl_InvocationID].gl_CullDistance[0] = gl_in[gl_InvocationID].gl_CullDistance[0];
}