#include #include using namespace metal; struct Boo { float3 a; uint3 b; }; struct main0_out { Boo vVertex; }; struct main0_in { float3 Boo_a; uint3 Boo_b; }; 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 % 4]; device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]]; uint gl_InvocationID = gl_GlobalInvocationID.x % 4; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1]); Boo _26 = Boo{ gl_in[gl_InvocationID].Boo_a, gl_in[gl_InvocationID].Boo_b }; gl_out[gl_InvocationID].vVertex = _26; spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(1.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(2.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(3.0); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(4.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0] = half(1.0); spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1] = half(2.0); }