#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]; } }; struct _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex { float4 _RESERVED_IDENTIFIER_FIXUP_gl_Position; float _RESERVED_IDENTIFIER_FIXUP_gl_PointSize; spvUnsafeArray _RESERVED_IDENTIFIER_FIXUP_gl_ClipDistance; spvUnsafeArray _RESERVED_IDENTIFIER_FIXUP_gl_CullDistance; }; constant spvUnsafeArray _15 = spvUnsafeArray({ float4(0.0), float4(0.0), float4(0.0), float4(0.0) }); constant spvUnsafeArray _45 = spvUnsafeArray({ 0.0 }); constant spvUnsafeArray _46 = spvUnsafeArray({ 0.0 }); struct main0_out { float4 foo; float4 gl_Position; float gl_PointSize; spvUnsafeArray gl_ClipDistance; spvUnsafeArray gl_CullDistance; }; struct main0_patchOut { }; 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 main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]]) { spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4> _29 = spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4>({ _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0, spvUnsafeArray({ 0.0 }), spvUnsafeArray({ 0.0 }) } }); threadgroup float4 foo_patch; device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; gl_out[gl_InvocationID].foo = _15[gl_InvocationID]; gl_out[gl_InvocationID].gl_Position = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position; gl_out[gl_InvocationID].gl_PointSize = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSize; gl_out[gl_InvocationID].gl_ClipDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_ClipDistance; gl_out[gl_InvocationID].gl_CullDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_CullDistance; device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID]; foo_patch = float4(0.0); gl_out[gl_InvocationID].foo = float4(1.0); foo_patch = float4(2.0); gl_out[gl_InvocationID].gl_Position = float4(3.0); gl_out[gl_InvocationID].gl_PointSize = 4.0; }