#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 C { float4 v; }; struct P { float4 v; }; struct gl_PerVertex { float4 gl_Position; float gl_PointSize; spvUnsafeArray gl_ClipDistance; spvUnsafeArray gl_CullDistance; }; constant spvUnsafeArray _51 = spvUnsafeArray({ 0.0 }); constant spvUnsafeArray _52 = spvUnsafeArray({ 0.0 }); struct main0_out { float4 c_v; float gl_PointSize; spvUnsafeArray gl_ClipDistance; spvUnsafeArray gl_CullDistance; }; struct main0_patchOut { float4 p_v; }; kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]]) { spvUnsafeArray _21 = spvUnsafeArray({ C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) }, C{ float4(0.0) } }); spvUnsafeArray _39 = spvUnsafeArray({ gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) } }); device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4]; gl_out[gl_GlobalInvocationID.x % 4].c_v = _21[gl_GlobalInvocationID.x % 4].v; gl_out[gl_GlobalInvocationID.x % 4].gl_PointSize = _39[gl_GlobalInvocationID.x % 4].gl_PointSize; gl_out[gl_GlobalInvocationID.x % 4].gl_ClipDistance = _39[gl_GlobalInvocationID.x % 4].gl_ClipDistance; gl_out[gl_GlobalInvocationID.x % 4].gl_CullDistance = _39[gl_GlobalInvocationID.x % 4].gl_CullDistance; threadgroup gl_PerVertex spvStoragegl_out_masked[8][4]; threadgroup gl_PerVertex (&gl_out_masked)[4] = spvStoragegl_out_masked[(gl_GlobalInvocationID.x / 4) % 8]; gl_out_masked[gl_GlobalInvocationID.x % 4] = _39[gl_GlobalInvocationID.x % 4]; device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4]; patchOut.p_v = float4(0.0); uint gl_InvocationID = gl_GlobalInvocationID.x % 4; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1); gl_out[gl_InvocationID].c_v = float4(1.0); patchOut.p_v = float4(2.0); gl_out_masked[gl_InvocationID].gl_Position = float4(3.0); gl_out[gl_InvocationID].gl_PointSize = 4.0; }