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authorLukas Taparauskas <lukas.taparauskas@unity3d.com>2021-04-29 21:01:26 +0300
committerGitHub <noreply@github.com>2021-04-29 21:01:26 +0300
commit72a2ec4c1b56ce233e0da97a36f87af98927256c (patch)
tree6ec325a51ddfb3b42c7d5442475f6d1e001cfa5d /reference/opt/shaders-msl/asm
parent995c7981cc3ec0cbd1e5a07321cfdee3d1219524 (diff)
MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching more threads than control points (#1662)
* Fix '--msl-multi-patch-workgroup' cases where thread count exceeds data bounds *Fix gl_PrimitiveID off by one error when computing last valid index *Point gl_out to the last patch's data when threads exceed input data bounds *Point patchOut to the last patch's data when threads exceed input data bounds * Update MSL test expectations. * Undo change to MSL multi-patch hull output bound checks * Update MSL multi-patch test expectations.
Diffstat (limited to 'reference/opt/shaders-msl/asm')
-rw-r--r--reference/opt/shaders-msl/asm/tesc/tess-level-overrun.multi-patch.asm.tesc2
1 files changed, 1 insertions, 1 deletions
diff --git a/reference/opt/shaders-msl/asm/tesc/tess-level-overrun.multi-patch.asm.tesc b/reference/opt/shaders-msl/asm/tesc/tess-level-overrun.multi-patch.asm.tesc
index a5f316dd..79395a4b 100644
--- a/reference/opt/shaders-msl/asm/tesc/tess-level-overrun.multi-patch.asm.tesc
+++ b/reference/opt/shaders-msl/asm/tesc/tess-level-overrun.multi-patch.asm.tesc
@@ -15,7 +15,7 @@ struct TessLevels
kernel void main0(const device TessLevels& sb_levels [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]], constant uint* spvIndirectParams [[buffer(29)]], device MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
- uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1]);
+ uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 1, spvIndirectParams[1] - 1);
spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(sb_levels.inner0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(sb_levels.outer0);
spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(sb_levels.outer1);