#include #include using namespace metal; struct main0_out { float4 v0; float4 gl_Position; float gl_PointSize; }; struct main0_patchOut { float4 v3; }; 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)]]) { device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4]; device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4]; threadgroup float4 spvStoragev1[8][2]; threadgroup float4 (&v1)[2] = spvStoragev1[(gl_GlobalInvocationID.x / 4) % 8]; uint gl_InvocationID = gl_GlobalInvocationID.x % 4; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]); gl_out[gl_InvocationID].v0 = float4(1.0); gl_out[gl_InvocationID].v0.z = 3.0; if (gl_InvocationID == 0) { v1[0] = float4(2.0); ((threadgroup float*)&v1[0])[0u] = 3.0; v1[1] = float4(2.0); ((threadgroup float*)&v1[1])[0u] = 5.0; } patchOut.v3 = float4(5.0); gl_out[gl_InvocationID].gl_Position = float4(10.0); gl_out[gl_InvocationID].gl_Position.z = 20.0; gl_out[gl_InvocationID].gl_PointSize = 40.0; }