#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 _14 = spvUnsafeArray({ 1.0, 2.0 }); constant spvUnsafeArray _21 = spvUnsafeArray({ 1.0, 2.0, 3.0, 4.0 }); 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 * 1]; spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(_14[0]); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(_14[1]); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_21[0]); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_21[1]); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_21[2]); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(_21[3]); spvUnsafeArray inner; inner = spvUnsafeArray({ float(spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1]) }); spvUnsafeArray outer; outer = spvUnsafeArray({ float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2]), float(spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3]) }); gl_out[gl_InvocationID].gl_Position = float4(1.0); }