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https://github.com/libretro/RetroArch
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74 lines
2.4 KiB
GLSL
74 lines
2.4 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct VertexOutput
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{
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float4 pos;
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float2 uv;
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};
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struct VertexOutput_1
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{
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float2 uv;
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};
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struct HSOut
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{
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float2 uv;
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};
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struct main0_out
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{
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HSOut _entryPointOutput;
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float4 gl_Position;
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};
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struct main0_in
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{
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float2 VertexOutput_uv [[attribute(0)]];
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float4 gl_Position [[attribute(1)]];
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};
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// Implementation of an array copy function to cover GLSL's ability to copy an array via assignment.
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template<typename T, uint N>
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void spvArrayCopyFromStack1(thread T (&dst)[N], thread const T (&src)[N])
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{
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for (uint i = 0; i < N; dst[i] = src[i], i++);
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}
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template<typename T, uint N>
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void spvArrayCopyFromConstant1(thread T (&dst)[N], constant T (&src)[N])
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{
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for (uint i = 0; i < N; dst[i] = src[i], i++);
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}
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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)]])
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{
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3];
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if (gl_InvocationID < spvIndirectParams[0])
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gl_in[gl_InvocationID] = in;
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threadgroup_barrier(mem_flags::mem_threadgroup);
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if (gl_InvocationID >= 3)
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return;
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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 } };
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VertexOutput param[3];
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spvArrayCopyFromStack1(param, _223);
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gl_out[gl_InvocationID].gl_Position = param[gl_InvocationID].pos;
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gl_out[gl_InvocationID]._entryPointOutput.uv = param[gl_InvocationID].uv;
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threadgroup_barrier(mem_flags::mem_device);
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if (int(gl_InvocationID) == 0)
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{
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float2 _174 = float2(1.0) + gl_in[0].VertexOutput_uv;
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float _175 = _174.x;
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_175);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_175);
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spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_175);
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spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_175);
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}
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}
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