SPIRV-Cross/reference/shaders-msl/tese/read-tess-level-in-func-quad.msl2.tese
Chip Davis a171087180 MSL: Support "raw" buffer input in tessellation evaluation shaders.
Using vertex-style stage input is complex, and it doesn't support
nesting of structures or arrays. By using raw buffer input instead, we
get this support "for free," and everything becomes much simpler.
Arguably, this is the way I should've done this in the first place.

Eventually, I'd like to make this the default, and then remove the
option altogether. (And I still need to do that with
`multi_patch_workgroup`...)

Should help fix 66 tests in the Vulkan CTS, under the following trees:

 - `dEQP-VK.pipeline.*.interface_matching.*`
 - `dEQP-VK.tessellation.user_defined_io.*`
 - `dEQP-VK.clipping.user_defined.*`
2022-10-18 14:58:59 -07:00

79 lines
2.1 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_patchIn
{
float4 gl_TessLevelOuter [[attribute(0)]];
float2 gl_TessLevelInner [[attribute(1)]];
};
static inline __attribute__((always_inline))
float4 read_tess_levels(thread spvUnsafeArray<float, 4>& gl_TessLevelOuter, thread spvUnsafeArray<float, 2>& gl_TessLevelInner)
{
return float4(gl_TessLevelOuter[0], gl_TessLevelOuter[1], gl_TessLevelOuter[2], gl_TessLevelOuter[3]) + float2(gl_TessLevelInner[0], gl_TessLevelInner[1]).xyxy;
}
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]])
{
main0_out out = {};
spvUnsafeArray<float, 4> gl_TessLevelOuter = {};
spvUnsafeArray<float, 2> gl_TessLevelInner = {};
gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter[0];
gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter[1];
gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter[2];
gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter[3];
gl_TessLevelInner[0] = patchIn.gl_TessLevelInner[0];
gl_TessLevelInner[1] = patchIn.gl_TessLevelInner[1];
out.gl_Position = read_tess_levels(gl_TessLevelOuter, gl_TessLevelInner);
return out;
}