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Diffstat (limited to 'reference/opt/shaders-msl/tese/read-tess-level-in-func-quad.raw-tess-in.msl2.tese')
-rw-r--r--reference/opt/shaders-msl/tese/read-tess-level-in-func-quad.raw-tess-in.msl2.tese66
1 files changed, 66 insertions, 0 deletions
diff --git a/reference/opt/shaders-msl/tese/read-tess-level-in-func-quad.raw-tess-in.msl2.tese b/reference/opt/shaders-msl/tese/read-tess-level-in-func-quad.raw-tess-in.msl2.tese
new file mode 100644
index 00000000..65d2fd94
--- /dev/null
+++ b/reference/opt/shaders-msl/tese/read-tess-level-in-func-quad.raw-tess-in.msl2.tese
@@ -0,0 +1,66 @@
+#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 main0_out
+{
+ float4 gl_Position [[position]];
+};
+
+[[ patch(quad, 0) ]] vertex main0_out main0(uint gl_PrimitiveID [[patch_id]], const device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
+{
+ main0_out out = {};
+ spvUnsafeArray<float, 4> gl_TessLevelOuter = {};
+ spvUnsafeArray<float, 2> gl_TessLevelInner = {};
+ gl_TessLevelOuter[0] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0];
+ gl_TessLevelOuter[1] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1];
+ gl_TessLevelOuter[2] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2];
+ gl_TessLevelOuter[3] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3];
+ gl_TessLevelInner[0] = spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0];
+ gl_TessLevelInner[1] = spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1];
+ out.gl_Position = float4(gl_TessLevelOuter[0], gl_TessLevelOuter[1], gl_TessLevelOuter[2], gl_TessLevelOuter[3]) + float2(gl_TessLevelInner[0], gl_TessLevelInner[1]).xyxy;
+ return out;
+}
+