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- #pragma clang diagnostic ignored "-Wmissing-prototypes"
- #include <metal_stdlib>
- #include <simd/simd.h>
- using namespace metal;
- struct VertexOutput
- {
- float4 pos;
- float2 uv;
- };
- struct VertexOutput_1
- {
- float2 uv;
- };
- struct HSOut
- {
- float2 uv;
- };
- struct main0_out
- {
- HSOut _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++);
- }
- 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)]], constant 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);
- if (gl_InvocationID >= 3)
- return;
- VertexOutput _223[3] = { VertexOutput{ gl_in[0].gl_Position, gl_in[0].VertexOutput_uv }, VertexOutput{ gl_in[1].gl_Position, gl_in[1].VertexOutput_uv }, VertexOutput{ gl_in[2].gl_Position, gl_in[2].VertexOutput_uv } };
- VertexOutput param[3];
- spvArrayCopyFromStack1(param, _223);
- gl_out[gl_InvocationID].gl_Position = param[gl_InvocationID].pos;
- gl_out[gl_InvocationID]._entryPointOutput.uv = param[gl_InvocationID].uv;
- threadgroup_barrier(mem_flags::mem_device);
- if (int(gl_InvocationID) == 0)
- {
- float2 _174 = float2(1.0) + gl_in[0].VertexOutput_uv;
- float _175 = _174.x;
- spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_175);
- spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_175);
- spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_175);
- spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_175);
- }
- }
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