SPIRV-Cross/reference/opt/shaders-msl/comp/image-atomic-automatic-bindings.comp
Chip Davis 21d38f74ce MSL: Fix calculation of atomic image buffer address.
Fix reversed coordinates: `y` should be used to calculate the row
address. Align row address to the row stride.

I've made the row alignment a function constant; this makes it possible
to override it at pipeline compile time.

Honestly, I don't know how this worked at all for Epic. It definitely
didn't work in the CTS prior to this.
2020-10-13 20:51:56 -05:00

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wunused-variable"
#include <metal_stdlib>
#include <simd/simd.h>
#include <metal_atomic>
using namespace metal;
struct SSBO
{
float4 outdata;
};
constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
// The required alignment of a linear texture of R32Uint format.
constant uint spvLinearTextureAlignmentOverride [[function_constant(65535)]];
constant uint spvLinearTextureAlignment = is_function_constant_defined(spvLinearTextureAlignmentOverride) ? spvLinearTextureAlignmentOverride : 4;
// Returns buffer coords corresponding to 2D texture coords for emulating 2D texture atomics
#define spvImage2DAtomicCoord(tc, tex) (((((tex).get_width() + spvLinearTextureAlignment / 4 - 1) & ~( spvLinearTextureAlignment / 4 - 1)) * (tc).y) + (tc).x)
kernel void main0(device SSBO& _31 [[buffer(1)]], texture2d<uint> uImage [[texture(0)]], device atomic_uint* uImage_atomic [[buffer(0)]], texture2d<float> uTexture [[texture(1)]], sampler uTextureSmplr [[sampler(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
uint _26 = atomic_fetch_add_explicit((device atomic_uint*)&uImage_atomic[spvImage2DAtomicCoord(int2(gl_GlobalInvocationID.xy), uImage)], 10u, memory_order_relaxed);
_31.outdata = uTexture.sample(uTextureSmplr, float2(gl_GlobalInvocationID.xy), level(0.0)) + float4(float(_26));
}