#include #include using namespace metal; struct main0_out { float4 v0; float4 gl_Position; float gl_PointSize; }; 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)]]) { threadgroup float4 v1; device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID]; gl_out[gl_InvocationID].v0 = float4(1.0); gl_out[gl_InvocationID].v0.x = 2.0; if (gl_InvocationID == 0) { v1 = float4(2.0); ((threadgroup float*)&v1)[3u] = 4.0; } gl_out[gl_InvocationID].gl_Position = float4(3.0); gl_out[gl_InvocationID].gl_PointSize = 4.0; gl_out[gl_InvocationID].gl_Position.z = 5.0; gl_out[gl_InvocationID].gl_PointSize = 4.0; }