SPIRV-Cross/reference/shaders-msl/asm/comp/block-name-alias-global.asm.comp

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct A
{
int a;
int b;
};
struct A_1
{
A Data[1];
};
struct A_2
{
int a;
int b;
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char _m0_final_padding[8];
};
struct A_3
{
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A_2 Data[1024];
};
struct B
{
A Data[1];
};
struct B_1
{
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A_2 Data[1024];
};
kernel void main0(device A_1& C1 [[buffer(0)]], constant A_3& C2 [[buffer(1)]], device B& C3 [[buffer(2)]], constant B_1& C4 [[buffer(3)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
{
C1.Data[gl_GlobalInvocationID.x].a = C2.Data[gl_GlobalInvocationID.x].a;
C1.Data[gl_GlobalInvocationID.x].b = C2.Data[gl_GlobalInvocationID.x].b;
C3.Data[gl_GlobalInvocationID.x].a = C4.Data[gl_GlobalInvocationID.x].a;
C3.Data[gl_GlobalInvocationID.x].b = C4.Data[gl_GlobalInvocationID.x].b;
}