SPIRV-Cross/reference/shaders-msl-no-opt/asm/masking/initializers.mask-point-size.msl2.multi-patch.asm.tesc

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
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 gl_PerVertex
{
float4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[1];
};
constant spvUnsafeArray<float4, 4> _15 = spvUnsafeArray<float4, 4>({ float4(0.0), float4(0.0), float4(0.0), float4(0.0) });
constant spvUnsafeArray<float, 1> _45 = spvUnsafeArray<float, 1>({ 0.0 });
constant spvUnsafeArray<float, 1> _46 = spvUnsafeArray<float, 1>({ 0.0 });
struct main0_out
{
float4 foo;
float4 gl_Position;
float gl_ClipDistance[1];
float gl_CullDistance[1];
};
struct main0_patchOut
{
float4 foo_patch;
};
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<gl_PerVertex, 4> _29 = spvUnsafeArray<gl_PerVertex, 4>({ gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) }, gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray<float, 1>({ 0.0 }), spvUnsafeArray<float, 1>({ 0.0 }) } });
device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
gl_out[gl_InvocationID].foo = _15[gl_InvocationID];
gl_out[gl_InvocationID].gl_Position = _29[gl_GlobalInvocationID].gl_Position;
gl_out[gl_InvocationID].gl_ClipDistance[0] = _29[gl_GlobalInvocationID].gl_ClipDistance[0];
gl_out[gl_InvocationID].gl_CullDistance[0] = _29[gl_GlobalInvocationID].gl_CullDistance[0];
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_InvocationID] = _29[gl_InvocationID];
device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
patchOut.foo_patch = float4(0.0);
uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]);
gl_out[gl_InvocationID].foo = float4(1.0);
patchOut.foo_patch = float4(2.0);
gl_out[gl_InvocationID].gl_Position = float4(3.0);
gl_out_masked[gl_InvocationID].gl_PointSize = 4.0;
}