80 lines
2.5 KiB
GLSL
80 lines
2.5 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 main0_out
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{
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float4 gl_Position [[position]];
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};
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struct main0_patchIn
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{
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float4 gl_TessLevelOuter [[attribute(0)]];
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float2 gl_TessLevelInner [[attribute(1)]];
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};
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static inline __attribute__((always_inline))
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void set_position(thread float4& gl_Position, thread float3& gl_TessCoord, thread spvUnsafeArray<float, 2>& gl_TessLevelInner, thread spvUnsafeArray<float, 4>& gl_TessLevelOuter)
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{
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gl_Position = float4(((gl_TessCoord.x * gl_TessLevelInner[0]) * gl_TessLevelOuter[0]) + (((1.0 - gl_TessCoord.x) * gl_TessLevelInner[0]) * gl_TessLevelOuter[2]), ((gl_TessCoord.y * gl_TessLevelInner[1]) * gl_TessLevelOuter[1]) + (((1.0 - gl_TessCoord.y) * gl_TessLevelInner[1]) * gl_TessLevelOuter[3]), 0.0, 1.0);
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}
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[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoordIn [[position_in_patch]])
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{
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main0_out out = {};
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spvUnsafeArray<float, 2> gl_TessLevelInner = {};
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spvUnsafeArray<float, 4> gl_TessLevelOuter = {};
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gl_TessLevelInner[0] = patchIn.gl_TessLevelInner.x;
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gl_TessLevelInner[1] = patchIn.gl_TessLevelInner.y;
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gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter.x;
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gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter.y;
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gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter.z;
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gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter.w;
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float3 gl_TessCoord = float3(gl_TessCoordIn.x, gl_TessCoordIn.y, 0.0);
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set_position(out.gl_Position, gl_TessCoord, gl_TessLevelInner, gl_TessLevelOuter);
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return out;
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}
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