#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 gl_PerVertex { float4 gl_Position; float gl_PointSize; spvUnsafeArray gl_ClipDistance; spvUnsafeArray gl_CullDistance; }; struct main0_out { float4 v0; float gl_PointSize; }; struct main0_patchOut { spvUnsafeArray v1; float4 v3; }; static inline __attribute__((always_inline)) void write_in_func(device main0_out* thread & gl_out, thread uint& gl_InvocationID, device spvUnsafeArray& v1, device float4& v3, threadgroup gl_PerVertex (&gl_out_masked)[4]) { 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); ((device float*)&v1[0])[0u] = 3.0; v1[1] = float4(2.0); ((device float*)&v1[1])[0u] = 5.0; } v3 = float4(5.0); gl_out_masked[gl_InvocationID].gl_Position = float4(10.0); gl_out_masked[gl_InvocationID].gl_Position.z = 20.0; gl_out[gl_InvocationID].gl_PointSize = 40.0; } 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]; threadgroup gl_PerVertex spvStoragegl_out_masked[8][4]; threadgroup gl_PerVertex (&gl_out_masked)[4] = spvStoragegl_out_masked[(gl_GlobalInvocationID.x / 4) % 8]; device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4]; uint gl_InvocationID = gl_GlobalInvocationID.x % 4; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1); write_in_func(gl_out, gl_InvocationID, patchOut.v1, patchOut.v3, gl_out_masked); }