SPIRV-Cross/reference/shaders-msl/asm/tesc/tess-fixed-input-array-builtin-array.invalid.asm.tesc
Chip Davis eb89c3a428 MSL: Add support for tessellation control shaders.
These are transpiled to kernel functions that write the output of the
shader to three buffers: one for per-vertex varyings, one for per-patch
varyings, and one for the tessellation levels. This structure is
mandated by the way Metal works, where the tessellation factors are
supplied to the draw method in their own buffer, while the per-patch and
per-vertex varyings are supplied as though they were vertex attributes;
since they have different step rates, they must be in separate buffers.

The kernel is expected to be run in a workgroup whose size is the
greater of the number of input or output control points. It uses Metal's
support for vertex-style stage input to a compute shader to get the
input values; therefore, at least one instance must run per input point.
Meanwhile, Vulkan mandates that it run at least once per output point.
Overrunning the output array is a concern, but any values written should
either be discarded or overwritten by subsequent patches. I'm probably
going to put some slop space in the buffer when I integrate this into
MoltenVK to be on the safe side.
2019-02-07 08:51:22 -06:00

112 lines
3.2 KiB
GLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct VertexOutput
{
float4 pos;
float2 uv;
};
struct HSOut
{
float4 pos;
float2 uv;
};
struct HSConstantOut
{
float EdgeTess[3];
float InsideTess;
};
struct VertexOutput_1
{
float2 uv;
};
struct HSOut_1
{
float2 uv;
};
struct main0_out
{
HSOut_1 _entryPointOutput;
float4 gl_Position;
};
struct main0_in
{
float2 VertexOutput_uv [[attribute(0)]];
float4 gl_Position [[attribute(1)]];
};
// Implementation of an array copy function to cover GLSL's ability to copy an array via assignment.
template<typename T, uint N>
void spvArrayCopyFromStack1(thread T (&dst)[N], thread const T (&src)[N])
{
for (uint i = 0; i < N; dst[i] = src[i], i++);
}
template<typename T, uint N>
void spvArrayCopyFromConstant1(thread T (&dst)[N], constant T (&src)[N])
{
for (uint i = 0; i < N; dst[i] = src[i], i++);
}
HSOut _hs_main(thread const VertexOutput (&p)[3], thread const uint& i)
{
HSOut _output;
_output.pos = p[i].pos;
_output.uv = p[i].uv;
return _output;
}
HSConstantOut PatchHS(thread const VertexOutput (&_patch)[3])
{
HSConstantOut _output;
_output.EdgeTess[0] = (float2(1.0) + _patch[0].uv).x;
_output.EdgeTess[1] = (float2(1.0) + _patch[0].uv).x;
_output.EdgeTess[2] = (float2(1.0) + _patch[0].uv).x;
_output.InsideTess = (float2(1.0) + _patch[0].uv).x;
return _output;
}
kernel void main0(main0_in in [[stage_in]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]])
{
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3];
if (gl_InvocationID < spvIndirectParams[0])
gl_in[gl_InvocationID] = in;
threadgroup_barrier(mem_flags::mem_threadgroup);
VertexOutput p[3];
p[0].pos = gl_in[0].gl_Position;
p[0].uv = gl_in[0].VertexOutput_uv;
p[1].pos = gl_in[1].gl_Position;
p[1].uv = gl_in[1].VertexOutput_uv;
p[2].pos = gl_in[2].gl_Position;
p[2].uv = gl_in[2].VertexOutput_uv;
uint i = gl_InvocationID;
VertexOutput param[3];
spvArrayCopyFromStack1(param, p);
uint param_1 = i;
HSOut flattenTemp = _hs_main(param, param_1);
gl_out[gl_InvocationID].gl_Position = flattenTemp.pos;
gl_out[gl_InvocationID]._entryPointOutput.uv = flattenTemp.uv;
threadgroup_barrier(mem_flags::mem_device);
if (int(gl_InvocationID) == 0)
{
VertexOutput param_2[3];
spvArrayCopyFromStack1(param_2, p);
HSConstantOut _patchConstantResult = PatchHS(param_2);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_patchConstantResult.EdgeTess[0]);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_patchConstantResult.EdgeTess[1]);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_patchConstantResult.EdgeTess[2]);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_patchConstantResult.InsideTess);
}
}