#pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wmissing-braces" #include #include using namespace metal; template 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 FVertexFactoryInterpolantsVSToPS { float4 TangentToWorld0; float4 TangentToWorld2; }; struct FVertexFactoryInterpolantsVSToDS { FVertexFactoryInterpolantsVSToPS InterpolantsVSToPS; }; struct FSharedBasePassInterpolants { }; struct FBasePassInterpolantsVSToDS { FSharedBasePassInterpolants _m0; }; struct FBasePassVSToDS { FVertexFactoryInterpolantsVSToDS FactoryInterpolants; FBasePassInterpolantsVSToDS BasePassInterpolants; float4 Position; }; struct FFlatTessellationHSToDS { FBasePassVSToDS PassSpecificData; float3 DisplacementScale; float TessellationMultiplier; float WorldDisplacementMultiplier; }; struct type_Primitive { float4x4 Primitive_LocalToWorld; float4 Primitive_InvNonUniformScaleAndDeterminantSign; float4 Primitive_ObjectWorldPositionAndRadius; float4x4 Primitive_WorldToLocal; float4x4 Primitive_PreviousLocalToWorld; float4x4 Primitive_PreviousWorldToLocal; packed_float3 Primitive_ActorWorldPosition; float Primitive_UseSingleSampleShadowFromStationaryLights; packed_float3 Primitive_ObjectBounds; float Primitive_LpvBiasMultiplier; float Primitive_DecalReceiverMask; float Primitive_PerObjectGBufferData; float Primitive_UseVolumetricLightmapShadowFromStationaryLights; float Primitive_DrawsVelocity; float4 Primitive_ObjectOrientation; float4 Primitive_NonUniformScale; packed_float3 Primitive_LocalObjectBoundsMin; uint Primitive_LightingChannelMask; packed_float3 Primitive_LocalObjectBoundsMax; uint Primitive_LightmapDataIndex; packed_float3 Primitive_PreSkinnedLocalBounds; int Primitive_SingleCaptureIndex; uint Primitive_OutputVelocity; uint PrePadding_Primitive_420; uint PrePadding_Primitive_424; uint PrePadding_Primitive_428; float4 Primitive_CustomPrimitiveData[4]; }; struct type_Material { float4 Material_VectorExpressions[3]; float4 Material_ScalarExpressions[1]; }; constant float4 _85 = {}; struct main0_out { float3 out_var_Flat_DisplacementScales; float out_var_Flat_TessellationMultiplier; float out_var_Flat_WorldDisplacementMultiplier; float4 out_var_TEXCOORD10_centroid; float4 out_var_TEXCOORD11_centroid; float4 out_var_VS_To_DS_Position; }; struct main0_in { float4 in_var_TEXCOORD10_centroid [[attribute(0)]]; float4 in_var_TEXCOORD11_centroid [[attribute(1)]]; float4 in_var_VS_To_DS_Position [[attribute(2)]]; }; kernel void main0(main0_in in [[stage_in]], constant type_Primitive& Primitive [[buffer(0)]], constant type_Material& Material [[buffer(1)]], 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)]]) { threadgroup FFlatTessellationHSToDS temp_var_hullMainRetVal[3]; device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3]; if (gl_InvocationID < spvIndirectParams[0]) gl_in[gl_InvocationID] = in; threadgroup_barrier(mem_flags::mem_threadgroup); if (gl_InvocationID >= 3) return; spvUnsafeArray _87 = spvUnsafeArray({ gl_in[0].in_var_TEXCOORD10_centroid, gl_in[1].in_var_TEXCOORD10_centroid, gl_in[2].in_var_TEXCOORD10_centroid }); spvUnsafeArray _88 = spvUnsafeArray({ gl_in[0].in_var_TEXCOORD11_centroid, gl_in[1].in_var_TEXCOORD11_centroid, gl_in[2].in_var_TEXCOORD11_centroid }); spvUnsafeArray _101 = spvUnsafeArray({ gl_in[0].in_var_VS_To_DS_Position, gl_in[1].in_var_VS_To_DS_Position, gl_in[2].in_var_VS_To_DS_Position }); spvUnsafeArray _108 = spvUnsafeArray({ FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _87[0], _88[0] } }, FBasePassInterpolantsVSToDS{ { } }, _101[0] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _87[1], _88[1] } }, FBasePassInterpolantsVSToDS{ { } }, _101[1] }, FBasePassVSToDS{ FVertexFactoryInterpolantsVSToDS{ FVertexFactoryInterpolantsVSToPS{ _87[2], _88[2] } }, FBasePassInterpolantsVSToDS{ { } }, _101[2] } }); spvUnsafeArray param_var_I = _108; float3 _125 = Primitive.Primitive_NonUniformScale.xyz * float3x3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz, param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz) * float3(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.w), param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2.xyz); gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0; gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld2; gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position; gl_out[gl_InvocationID].out_var_Flat_DisplacementScales = _125; gl_out[gl_InvocationID].out_var_Flat_TessellationMultiplier = Material.Material_ScalarExpressions[0].x; gl_out[gl_InvocationID].out_var_Flat_WorldDisplacementMultiplier = 1.0; temp_var_hullMainRetVal[gl_InvocationID] = FFlatTessellationHSToDS{ param_var_I[gl_InvocationID], _125, Material.Material_ScalarExpressions[0].x, 1.0 }; threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup); if (gl_InvocationID == 0u) { float4 _151; _151.x = 0.5 * (temp_var_hullMainRetVal[1u].TessellationMultiplier + temp_var_hullMainRetVal[2u].TessellationMultiplier); _151.y = 0.5 * (temp_var_hullMainRetVal[2u].TessellationMultiplier + temp_var_hullMainRetVal[0u].TessellationMultiplier); _151.z = 0.5 * (temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier); _151.w = 0.333000004291534423828125 * ((temp_var_hullMainRetVal[0u].TessellationMultiplier + temp_var_hullMainRetVal[1u].TessellationMultiplier) + temp_var_hullMainRetVal[2u].TessellationMultiplier); float4 _170 = fast::clamp(_151, float4(1.0), float4(15.0)); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0u] = half(_170.x); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1u] = half(_170.y); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2u] = half(_170.z); spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_170.w); } }