SPIRV-Cross/reference/shaders-msl/masking/write-outputs.mask-point-size.multi-patch.tesc
Lukas Taparauskas 72a2ec4c1b
MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching more threads than control points (#1662)
* 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.
2021-04-29 20:01:26 +02:00

96 lines
2.8 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 gl_PerVertex
{
float4 gl_Position;
float gl_PointSize;
spvUnsafeArray<float, 1> gl_ClipDistance;
spvUnsafeArray<float, 1> gl_CullDistance;
};
struct main0_out
{
float4 v0;
float4 gl_Position;
};
struct main0_patchOut
{
spvUnsafeArray<float4, 2> v1;
float4 v3;
};
static inline __attribute__((always_inline))
void write_in_func(device main0_out* thread & gl_out, thread uint& gl_InvocationID, device spvUnsafeArray<float4, 2>& v1, device float4& v3, threadgroup gl_PerVertex (&gl_out_masked)[4])
{
gl_out[gl_InvocationID].v0 = float4(1.0);
gl_out[gl_InvocationID].v0.z = 3.0;
if (gl_InvocationID == 0)
{
v1[0] = float4(2.0);
((device float*)&v1[0])[0u] = 3.0;
v1[1] = float4(2.0);
((device float*)&v1[1])[0u] = 5.0;
}
v3 = float4(5.0);
gl_out[gl_InvocationID].gl_Position = float4(10.0);
gl_out[gl_InvocationID].gl_Position.z = 20.0;
gl_out_masked[gl_InvocationID].gl_PointSize = 40.0;
}
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_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
threadgroup gl_PerVertex spvStoragegl_out_masked[8][4];
threadgroup gl_PerVertex (&gl_out_masked)[4] = spvStoragegl_out_masked[(gl_GlobalInvocationID.x / 4) % 8];
device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
write_in_func(gl_out, gl_InvocationID, patchOut.v1, patchOut.v3, gl_out_masked);
}