#include #include using namespace metal; struct Sub { float4 f[2]; float4 f2[2]; float3 f3[2]; float4 f4[2]; }; struct SSBO { Sub sub[2]; }; constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u); kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]]) { float _155[2]; _155[0] = _27.sub[gl_WorkGroupID.x].f[0].x; _155[1] = _27.sub[gl_WorkGroupID.x].f[1].x; float2 _156[2]; _156[0] = _27.sub[gl_WorkGroupID.x].f2[0].xy; _156[1] = _27.sub[gl_WorkGroupID.x].f2[1].xy; float3 _157[2]; _157[0] = _27.sub[gl_WorkGroupID.x].f3[0]; _157[1] = _27.sub[gl_WorkGroupID.x].f3[1]; float4 _158[2]; _158[0] = _27.sub[gl_WorkGroupID.x].f4[0]; _158[1] = _27.sub[gl_WorkGroupID.x].f4[1]; _155[gl_GlobalInvocationID.x] += 1.0; _156[gl_GlobalInvocationID.x] += float2(2.0); _157[gl_GlobalInvocationID.x] += float3(3.0); _158[gl_GlobalInvocationID.x] += float4(4.0); _27.sub[gl_WorkGroupID.x].f[0].x = _155[0]; _27.sub[gl_WorkGroupID.x].f[1].x = _155[1]; _27.sub[gl_WorkGroupID.x].f2[0].xy = _156[0]; _27.sub[gl_WorkGroupID.x].f2[1].xy = _156[1]; _27.sub[gl_WorkGroupID.x].f3[0] = _157[0]; _27.sub[gl_WorkGroupID.x].f3[1] = _157[1]; _27.sub[gl_WorkGroupID.x].f4[0] = _158[0]; _27.sub[gl_WorkGroupID.x].f4[1] = _158[1]; _27.sub[0].f[0].x += 5.0; _27.sub[0].f2[1].xy += float2(5.0); }