#include #include using namespace metal; struct main0_out { float4 gl_Position; }; struct main0_in { float4 gl_Position [[attribute(0)]]; }; kernel void main0(main0_in in [[stage_in]], 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)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) { device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; if (gl_InvocationID < spvIndirectParams[0]) gl_in[gl_InvocationID] = in; threadgroup_barrier(mem_flags::mem_threadgroup); if (gl_InvocationID >= 4) return; if (gl_InvocationID == 0) { spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(2.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(3.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(4.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(5.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(mix(float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3]), 0.5)); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(mix(float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1]), 0.5)); } gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; }