2021-04-16 09:45:50 +00:00
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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2021-04-14 12:28:27 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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2021-04-16 09:45:50 +00:00
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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2021-04-14 12:28:27 +00:00
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struct main0_out
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{
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2021-04-16 09:45:50 +00:00
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spvUnsafeArray<float, 2> gl_ClipDistance;
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spvUnsafeArray<float, 1> gl_CullDistance;
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2021-04-14 12:28:27 +00:00
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};
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struct main0_in
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{
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uint3 m_57;
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ushort2 m_61;
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2021-04-16 09:45:50 +00:00
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spvUnsafeArray<float, 2> gl_ClipDistance;
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spvUnsafeArray<float, 1> gl_CullDistance;
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2021-04-14 12:28:27 +00:00
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};
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], device main0_out* spvOut [[buffer(28)]], constant uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], device main0_in* spvIn [[buffer(22)]])
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{
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device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
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device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
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uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
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uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]);
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gl_out[gl_InvocationID].gl_ClipDistance[0] = gl_in[gl_InvocationID].gl_ClipDistance[0];
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gl_out[gl_InvocationID].gl_ClipDistance[1] = gl_in[gl_InvocationID].gl_ClipDistance[1];
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gl_out[gl_InvocationID].gl_CullDistance[0] = gl_in[gl_InvocationID].gl_CullDistance[0];
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}
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