#include #include using namespace metal; struct Boo { float3 a; float3 b; }; struct main0_out { Boo vVertex; }; struct main0_in { float3 Boo_a [[attribute(0)]]; float3 Boo_b [[attribute(1)]]; }; kernel void main0(main0_in in [[stage_in]], uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threadgroup_position_in_grid]], device main0_out* spvOut [[buffer(28)]], device uint* spvIndirectParams [[buffer(29)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) { device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4]; if (gl_InvocationID < spvIndirectParams[0]) gl_in[gl_InvocationID] = in; threadgroup_barrier(mem_flags::mem_threadgroup); if (gl_InvocationID >= 4) return; Boo vInput_24; vInput_24.a = gl_in[gl_InvocationID].Boo_a; vInput_24.b = gl_in[gl_InvocationID].Boo_b; gl_out[gl_InvocationID].vVertex = vInput_24; 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); }