#include #include using namespace metal; struct P { float a; float b; }; struct C { float a; float b; }; struct main0_out { float C_a; float C_b; float4 gl_Position; }; struct main0_patchOut { float P_b; }; 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]; device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4]; threadgroup P spvStorage_11[8]; threadgroup P (&_11) = spvStorage_11[(gl_GlobalInvocationID.x / 4) % 8]; uint gl_InvocationID = gl_GlobalInvocationID.x % 4; uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1); _11.a = 1.0; patchOut.P_b = 2.0; gl_out[gl_InvocationID].C_a = 3.0; gl_out[gl_InvocationID].C_b = 4.0; gl_out[gl_InvocationID].gl_Position = float4(1.0); }