#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]; } }; constant spvUnsafeArray _31 = spvUnsafeArray({ 0.0, 0.0 }); constant spvUnsafeArray _39 = spvUnsafeArray({ 0.0, 0.0, 0.0, 0.0 }); struct main0_out { float4 gl_Position; }; 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)]]) { device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(0.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(0.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(0.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(0.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(0.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(0.0); gl_out[gl_InvocationID].gl_Position = float4(1.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(2.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(3.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(4.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(5.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(6.0); }