#include #include using namespace metal; struct te_data { float a; float b; uint c; }; struct main0_out { float in_te_attr; te_data in_te_data0; te_data in_te_data1; }; struct main0_in { float3 in_tc_attr; ushort2 m_107; }; 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); te_data d = te_data{ float(gl_InvocationID), float(gl_InvocationID + 1), uint(gl_InvocationID) }; gl_out[gl_InvocationID].in_te_data0 = d; threadgroup_barrier(mem_flags::mem_device | mem_flags::mem_threadgroup); te_data e = gl_out[(gl_InvocationID + 1) % 3].in_te_data0; gl_out[gl_InvocationID].in_te_data1 = te_data{ d.a + e.a, d.b + e.b, d.c + e.c }; 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); }