SPIRV-Cross/reference/shaders-msl-no-opt/asm/masking/initializers-block.mask-point-size.multi-patch.msl2.asm.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

104 lines
3.6 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 C
{
float4 v;
};
struct P
{
float4 v;
};
struct gl_PerVertex
{
float4 gl_Position;
float gl_PointSize;
spvUnsafeArray<float, 1> gl_ClipDistance;
spvUnsafeArray<float, 1> gl_CullDistance;
};
constant spvUnsafeArray<float, 1> _51 = spvUnsafeArray<float, 1>({ 0.0 });
constant spvUnsafeArray<float, 1> _52 = spvUnsafeArray<float, 1>({ 0.0 });
struct main0_out
{
float4 C_v;
float4 gl_Position;
spvUnsafeArray<float, 1> gl_ClipDistance;
spvUnsafeArray<float, 1> gl_CullDistance;
};
struct main0_patchOut
{
float4 P_v;
};
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)]])
{
spvUnsafeArray<C, 4> _18 = spvUnsafeArray<C, 4>({ C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) } });
spvUnsafeArray<gl_PerVertex, 4> _33 = spvUnsafeArray<gl_PerVertex, 4>({ gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) } });
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
gl_out[gl_GlobalInvocationID.x % 4].C_v = _18[gl_GlobalInvocationID.x % 4].v;
gl_out[gl_GlobalInvocationID.x % 4].gl_Position = _33[gl_GlobalInvocationID.x % 4].gl_Position;
gl_out[gl_GlobalInvocationID.x % 4].gl_ClipDistance = _33[gl_GlobalInvocationID.x % 4].gl_ClipDistance;
gl_out[gl_GlobalInvocationID.x % 4].gl_CullDistance = _33[gl_GlobalInvocationID.x % 4].gl_CullDistance;
threadgroup gl_PerVertex spvStoragegl_out_masked[8][4];
threadgroup gl_PerVertex (&gl_out_masked)[4] = spvStoragegl_out_masked[(gl_GlobalInvocationID.x / 4) % 8];
gl_out_masked[gl_GlobalInvocationID.x % 4] = _33[gl_GlobalInvocationID.x % 4];
device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
patchOut.P_v = float4(0.0);
uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
gl_out[gl_InvocationID].C_v = float4(1.0);
patchOut.P_v = float4(2.0);
gl_out[gl_InvocationID].gl_Position = float4(3.0);
gl_out_masked[gl_InvocationID].gl_PointSize = 4.0;
}