#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 _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex { float4 _RESERVED_IDENTIFIER_FIXUP_gl_Position; float _RESERVED_IDENTIFIER_FIXUP_gl_PointSize; }; struct Verts { float a; float2 b; }; struct main0_out { float verts_a; float2 verts_b; float4 gl_Position; float gl_PointSize; }; kernel void main0(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)]]) { spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4> _18 = spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4>({ _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 } }); spvUnsafeArray _33 = spvUnsafeArray({ Verts{ 0.0, float2(0.0) }, Verts{ 0.0, float2(0.0) }, Verts{ 0.0, float2(0.0) }, Verts{ 0.0, float2(0.0) } }); device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; gl_out[gl_InvocationID].gl_Position = _18[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position; gl_out[gl_InvocationID].gl_PointSize = _18[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSize; gl_out[gl_InvocationID].verts_a = _33[gl_InvocationID].a; gl_out[gl_InvocationID].verts_b = _33[gl_InvocationID].b; gl_out[gl_InvocationID].gl_Position = float4(1.0); gl_out[gl_InvocationID].verts_a = float(gl_InvocationID); }