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Diffstat (limited to 'reference/opt/shaders-msl/tesc/complex-control-point-inout-types.multi-patch.tesc')
-rw-r--r--reference/opt/shaders-msl/tesc/complex-control-point-inout-types.multi-patch.tesc128
1 files changed, 128 insertions, 0 deletions
diff --git a/reference/opt/shaders-msl/tesc/complex-control-point-inout-types.multi-patch.tesc b/reference/opt/shaders-msl/tesc/complex-control-point-inout-types.multi-patch.tesc
new file mode 100644
index 00000000..b8f4235c
--- /dev/null
+++ b/reference/opt/shaders-msl/tesc/complex-control-point-inout-types.multi-patch.tesc
@@ -0,0 +1,128 @@
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#pragma clang diagnostic ignored "-Wmissing-braces"
+
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+template<typename T, size_t Num>
+struct spvUnsafeArray
+{
+ T elements[Num ? Num : 1];
+
+ thread T& operator [] (size_t pos) thread
+ {
+ return elements[pos];
+ }
+ constexpr const thread T& operator [] (size_t pos) const thread
+ {
+ return elements[pos];
+ }
+
+ device T& operator [] (size_t pos) device
+ {
+ return elements[pos];
+ }
+ constexpr const device T& operator [] (size_t pos) const device
+ {
+ return elements[pos];
+ }
+
+ constexpr const constant T& operator [] (size_t pos) const constant
+ {
+ return elements[pos];
+ }
+
+ threadgroup T& operator [] (size_t pos) threadgroup
+ {
+ return elements[pos];
+ }
+ constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
+ {
+ return elements[pos];
+ }
+};
+
+struct Meep
+{
+ float a;
+ float b;
+};
+
+struct Block
+{
+ spvUnsafeArray<float, 2> a;
+ float b;
+ float2x2 m;
+ Meep meep;
+ spvUnsafeArray<Meep, 2> meeps;
+};
+
+struct Block_1
+{
+ spvUnsafeArray<float, 2> a;
+ float b;
+ float2x2 m;
+ Meep meep;
+ spvUnsafeArray<Meep, 2> meeps;
+};
+
+struct main0_out
+{
+ spvUnsafeArray<float, 2> a;
+ float b;
+ float2x2 m;
+ Meep meep;
+ spvUnsafeArray<Meep, 2> meeps;
+ spvUnsafeArray<float, 2> Block_a;
+ float Block_b;
+ float2x2 Block_m;
+ Meep Block_meep;
+ spvUnsafeArray<Meep, 2> Block_meeps;
+ float4 gl_Position;
+};
+
+struct main0_in
+{
+ spvUnsafeArray<float, 2> in_a;
+ float in_b;
+ float2x2 in_m;
+ Meep in_meep;
+ spvUnsafeArray<Meep, 2> in_meeps;
+ spvUnsafeArray<float, 2> Block_a;
+ float Block_b;
+ float2x2 Block_m;
+ Meep Block_meep;
+ spvUnsafeArray<Meep, 2> Block_meeps;
+};
+
+kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]])
+{
+ device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
+ device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
+ uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
+ uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]);
+ gl_out[gl_InvocationID].gl_Position = float4(1.0);
+ gl_out[gl_InvocationID].a[0] = gl_in[gl_InvocationID].in_a[0];
+ gl_out[gl_InvocationID].a[1] = gl_in[gl_InvocationID].in_a[1];
+ gl_out[gl_InvocationID].b = gl_in[gl_InvocationID].in_b;
+ gl_out[gl_InvocationID].m = gl_in[gl_InvocationID].in_m;
+ gl_out[gl_InvocationID].meep.a = gl_in[gl_InvocationID].in_meep.a;
+ gl_out[gl_InvocationID].meep.b = gl_in[gl_InvocationID].in_meep.b;
+ gl_out[gl_InvocationID].meeps[0].a = gl_in[gl_InvocationID].in_meeps[0].a;
+ gl_out[gl_InvocationID].meeps[0].b = gl_in[gl_InvocationID].in_meeps[0].b;
+ gl_out[gl_InvocationID].meeps[1].a = gl_in[gl_InvocationID].in_meeps[1].a;
+ gl_out[gl_InvocationID].meeps[1].b = gl_in[gl_InvocationID].in_meeps[1].b;
+ gl_out[gl_InvocationID].Block_a[0] = gl_in[gl_InvocationID].Block_a[0];
+ gl_out[gl_InvocationID].Block_a[1] = gl_in[gl_InvocationID].Block_a[1];
+ gl_out[gl_InvocationID].Block_b = gl_in[gl_InvocationID].Block_b;
+ gl_out[gl_InvocationID].Block_m = gl_in[gl_InvocationID].Block_m;
+ gl_out[gl_InvocationID].Block_meep.a = gl_in[gl_InvocationID].Block_meep.a;
+ gl_out[gl_InvocationID].Block_meep.b = gl_in[gl_InvocationID].Block_meep.b;
+ gl_out[gl_InvocationID].Block_meeps[0].a = gl_in[gl_InvocationID].Block_meeps[0].a;
+ gl_out[gl_InvocationID].Block_meeps[0].b = gl_in[gl_InvocationID].Block_meeps[0].b;
+ gl_out[gl_InvocationID].Block_meeps[1].a = gl_in[gl_InvocationID].Block_meeps[1].a;
+ gl_out[gl_InvocationID].Block_meeps[1].b = gl_in[gl_InvocationID].Block_meeps[1].b;
+}
+