aa5a8c482e
Some Metal devices have a bug where storage resources can still be written to even if the fragment is discarded. This is obviously a bug in Metal, but bothering Apple to fix it will only fix it for newer versions; therefore, a workaround is needed for older versions. I have made this an option so that, in case the bug is ever fixed, the workaround can be disabled. This workaround is simple: if a fragment shader may discard its fragment and writes to a storage resource, a variable representing the `HelperInvocation` built-in is created and passed to all functions. The flag is checked on all resource writes; writes do not occur when `HelperInvocation` is `true`. This relies on the earlier workaround to update `HelperInvocation` when the fragment is discarded. Fixes at least 3 failures in the CTS.
50 lines
913 B
GLSL
50 lines
913 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct foo
|
|
{
|
|
int x;
|
|
};
|
|
|
|
struct main0_out
|
|
{
|
|
float4 fragColor [[color(0)]];
|
|
};
|
|
|
|
fragment main0_out main0(device foo& _24 [[buffer(0)]], float4 gl_FragCoord [[position]])
|
|
{
|
|
main0_out out = {};
|
|
bool gl_HelperInvocation = {};
|
|
gl_HelperInvocation = simd_is_helper_thread();
|
|
if (gl_FragCoord.y == 7.0)
|
|
{
|
|
gl_HelperInvocation = true, discard_fragment();
|
|
}
|
|
if (!gl_HelperInvocation)
|
|
{
|
|
_24.x = 0;
|
|
}
|
|
for (;;)
|
|
{
|
|
if (float(_24.x) < gl_FragCoord.x)
|
|
{
|
|
int _41 = _24.x;
|
|
int _43 = _41 + 1;
|
|
if (!gl_HelperInvocation)
|
|
{
|
|
_24.x = _43;
|
|
}
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
out.fragColor = float4(float(_24.x), 0.0, 0.0, 1.0);
|
|
return out;
|
|
}
|
|
|