2603fbe520
I cannot find any evidence that this does not actually work. The original case here was from Epic's PR series in 2019, but I cannot see why it doesn't work. It might have been a bug in a very old compiler at some point.
175 lines
7.7 KiB
GLSL
175 lines
7.7 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 FVertexFactoryInterpolantsVSToPS
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{
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float4 TangentToWorld0;
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float4 TangentToWorld2;
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};
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struct FVertexFactoryInterpolantsVSToDS
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{
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FVertexFactoryInterpolantsVSToPS InterpolantsVSToPS;
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};
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struct FSharedBasePassInterpolants
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{
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};
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struct FBasePassInterpolantsVSToDS
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{
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FSharedBasePassInterpolants _m0;
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};
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struct FBasePassVSToDS
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{
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FVertexFactoryInterpolantsVSToDS FactoryInterpolants;
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FBasePassInterpolantsVSToDS BasePassInterpolants;
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float4 Position;
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};
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struct FFlatTessellationHSToDS
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{
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FBasePassVSToDS PassSpecificData;
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float3 DisplacementScale;
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float TessellationMultiplier;
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float WorldDisplacementMultiplier;
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};
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struct type_Primitive
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{
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float4x4 Primitive_LocalToWorld;
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float4 Primitive_InvNonUniformScaleAndDeterminantSign;
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float4 Primitive_ObjectWorldPositionAndRadius;
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float4x4 Primitive_WorldToLocal;
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float4x4 Primitive_PreviousLocalToWorld;
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float4x4 Primitive_PreviousWorldToLocal;
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packed_float3 Primitive_ActorWorldPosition;
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float Primitive_UseSingleSampleShadowFromStationaryLights;
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packed_float3 Primitive_ObjectBounds;
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float Primitive_LpvBiasMultiplier;
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float Primitive_DecalReceiverMask;
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float Primitive_PerObjectGBufferData;
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float Primitive_UseVolumetricLightmapShadowFromStationaryLights;
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float Primitive_DrawsVelocity;
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float4 Primitive_ObjectOrientation;
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float4 Primitive_NonUniformScale;
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packed_float3 Primitive_LocalObjectBoundsMin;
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uint Primitive_LightingChannelMask;
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packed_float3 Primitive_LocalObjectBoundsMax;
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uint Primitive_LightmapDataIndex;
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packed_float3 Primitive_PreSkinnedLocalBounds;
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int Primitive_SingleCaptureIndex;
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uint Primitive_OutputVelocity;
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uint PrePadding_Primitive_420;
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uint PrePadding_Primitive_424;
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uint PrePadding_Primitive_428;
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float4 Primitive_CustomPrimitiveData[4];
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};
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struct type_Material
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{
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float4 Material_VectorExpressions[3];
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float4 Material_ScalarExpressions[1];
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};
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constant float4 _85 = {};
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struct main0_out
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{
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float3 out_var_Flat_DisplacementScales;
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float out_var_Flat_TessellationMultiplier;
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float out_var_Flat_WorldDisplacementMultiplier;
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float4 out_var_TEXCOORD10_centroid;
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float4 out_var_TEXCOORD11_centroid;
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float4 out_var_VS_To_DS_Position;
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};
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struct main0_in
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{
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float4 in_var_TEXCOORD10_centroid [[attribute(0)]];
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float4 in_var_TEXCOORD11_centroid [[attribute(1)]];
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float4 in_var_VS_To_DS_Position [[attribute(2)]];
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};
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kernel void main0(main0_in in [[stage_in]], constant type_Primitive& Primitive [[buffer(0)]], constant type_Material& Material [[buffer(1)]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
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{
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threadgroup spvUnsafeArray<FFlatTessellationHSToDS, 3> temp_var_hullMainRetVal;
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3];
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if (gl_InvocationID < spvIndirectParams[0])
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gl_in[gl_InvocationID] = in;
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threadgroup_barrier(mem_flags::mem_threadgroup);
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if (gl_InvocationID >= 3)
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return;
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spvUnsafeArray<float4, 3> _87 = spvUnsafeArray<float4, 3>({ gl_in[0].in_var_TEXCOORD10_centroid, gl_in[1].in_var_TEXCOORD10_centroid, gl_in[2].in_var_TEXCOORD10_centroid });
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spvUnsafeArray<float4, 3> _88 = spvUnsafeArray<float4, 3>({ gl_in[0].in_var_TEXCOORD11_centroid, gl_in[1].in_var_TEXCOORD11_centroid, gl_in[2].in_var_TEXCOORD11_centroid });
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spvUnsafeArray<float4, 3> _101 = spvUnsafeArray<float4, 3>({ gl_in[0].in_var_VS_To_DS_Position, gl_in[1].in_var_VS_To_DS_Position, gl_in[2].in_var_VS_To_DS_Position });
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spvUnsafeArray<FBasePassVSToDS, 3> _108 = spvUnsafeArray<FBasePassVSToDS, 3>({ FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _87[0], _88[0] } }, FBasePassInterpolantsVSToDS{ { } }, _101[0] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _87[1], _88[1] } }, FBasePassInterpolantsVSToDS{ { } }, _101[1] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _87[2], _88[2] } }, FBasePassInterpolantsVSToDS{ { } }, _101[2] } });
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spvUnsafeArray<FBasePassVSToDS, 3> param_var_I = _108;
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float3 _125 = Primitive.Primitive_NonUniformScale.xyz * float3x3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz) * float3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.w), param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz);
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gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0;
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gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2;
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gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position;
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gl_out[gl_InvocationID].out_var_Flat_DisplacementScales = _125;
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gl_out[gl_InvocationID].out_var_Flat_TessellationMultiplier = Material.Material_ScalarExpressions[0].x;
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gl_out[gl_InvocationID].out_var_Flat_WorldDisplacementMultiplier = 1.0;
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temp_var_hullMainRetVal[gl_InvocationID] = FFlatTessellationHSToDS{ param_var_I[gl_InvocationID], _125, Material.Material_ScalarExpressions[0].x, 1.0 };
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threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup);
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if (gl_InvocationID == 0u)
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{
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float4 _151;
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_151.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier);
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_151.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier);
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_151.z = 0.5 * (temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier);
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_151.w = 0.333000004291534423828125 * ((temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier) + temp_var_hullMainRetVal[2u].TessellationMultiplier);
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float4 _170 = fast::clamp(_151, float4(1.0), float4(15.0));
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0u] = half(_170.x);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1u] = half(_170.y);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2u] = half(_170.z);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_170.w);
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}
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}
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