diff options
Diffstat (limited to 'reference/opt/shaders-msl')
-rw-r--r-- | reference/opt/shaders-msl/tesc/complex-control-point-inout-types.multi-patch.tesc | 128 | ||||
-rw-r--r-- | reference/opt/shaders-msl/tesc/complex-control-point-inout-types.tesc | 132 |
2 files changed, 260 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; +} + diff --git a/reference/opt/shaders-msl/tesc/complex-control-point-inout-types.tesc b/reference/opt/shaders-msl/tesc/complex-control-point-inout-types.tesc new file mode 100644 index 00000000..5fabb453 --- /dev/null +++ b/reference/opt/shaders-msl/tesc/complex-control-point-inout-types.tesc @@ -0,0 +1,132 @@ +#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; +}; + +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 +{ + float in_a_0 [[attribute(0)]]; + float in_a_1 [[attribute(1)]]; + float in_b [[attribute(2)]]; + float2 in_m_0 [[attribute(3)]]; + float2 in_m_1 [[attribute(4)]]; + float Meep_a [[attribute(5)]]; + float Meep_b [[attribute(6)]]; + float Block_a_0 [[attribute(11)]]; + float Block_a_1 [[attribute(12)]]; + float Block_b [[attribute(13)]]; + float2 Block_m_0 [[attribute(14)]]; + float2 Block_m_1 [[attribute(15)]]; +}; + +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 MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) +{ + device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; + if (gl_InvocationID < spvIndirectParams[0]) + gl_in[gl_InvocationID] = in; + threadgroup_barrier(mem_flags::mem_threadgroup); + if (gl_InvocationID >= 4) + return; + 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; + float2x2 _178 = float2x2(gl_in[gl_InvocationID].in_m_0, gl_in[gl_InvocationID].in_m_1); + gl_out[gl_InvocationID].m = _178; + gl_out[gl_InvocationID].meep.a = gl_in[gl_InvocationID].Meep_a; + gl_out[gl_InvocationID].meep.b = gl_in[gl_InvocationID].Meep_b; + gl_out[gl_InvocationID].meeps[0].a = 1.0; + gl_out[gl_InvocationID].meeps[0].b = 2.0; + gl_out[gl_InvocationID].meeps[1].a = 3.0; + gl_out[gl_InvocationID].meeps[1].b = 4.0; + 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; + float2x2 _216 = float2x2(gl_in[gl_InvocationID].Block_m_0, gl_in[gl_InvocationID].Block_m_1); + gl_out[gl_InvocationID].Block_m = _216; + gl_out[gl_InvocationID].Block_meep.a = 10.0; + gl_out[gl_InvocationID].Block_meep.b = 20.0; + gl_out[gl_InvocationID].Block_meeps[0].a = 5.0; + gl_out[gl_InvocationID].Block_meeps[0].b = 6.0; + gl_out[gl_InvocationID].Block_meeps[1].a = 7.0; + gl_out[gl_InvocationID].Block_meeps[1].b = 8.0; +} + |