#include #include using namespace metal; struct main0_out { float in_te_attr; float4x3 in_te_data0; float4x3 in_te_data1; }; struct main0_in { float3 in_tc_attr; ushort2 m_103; }; 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)]]) { device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 3]; device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1) * spvIndirectParams[0]]; uint gl_InvocationID = gl_GlobalInvocationID.x % 3; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 3, spvIndirectParams[1] - 1); float _15 = float(gl_InvocationID); float4x3 d = float4x3(float3(_15, 0.0, 0.0), float3(0.0, _15, 0.0), float3(0.0, 0.0, _15), float3(0.0)); gl_out[gl_InvocationID].in_te_data0 = d; threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup); int _42 = (gl_InvocationID + 1) % 3; gl_out[gl_InvocationID].in_te_data1 = float4x3(d[0] + gl_out[_42].in_te_data0[0], d[1] + gl_out[_42].in_te_data0[1], d[2] + gl_out[_42].in_te_data0[2], d[3] + gl_out[_42].in_te_data0[3]); gl_out[gl_InvocationID].in_te_attr = gl_in[gl_InvocationID].in_tc_attr.x; spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(1.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(1.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(1.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(1.0); }