#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct VertexOutput { float4 pos; float2 uv; }; struct HSOut { float4 pos; float2 uv; }; struct HSConstantOut { float EdgeTess[3]; float InsideTess; }; struct VertexOutput_1 { float2 uv; }; struct HSOut_1 { float2 uv; }; struct main0_out { HSOut_1 _entryPointOutput; float4 gl_Position; }; struct main0_in { float2 VertexOutput_uv [[attribute(0)]]; float4 gl_Position [[attribute(1)]]; }; // Implementation of an array copy function to cover GLSL's ability to copy an array via assignment. template void spvArrayCopyFromStack1(thread T (&dst)[N], thread const T (&src)[N]) { for (uint i = 0; i < N; dst[i] = src[i], i++); } template void spvArrayCopyFromConstant1(thread T (&dst)[N], constant T (&src)[N]) { for (uint i = 0; i < N; dst[i] = src[i], i++); } HSOut _hs_main(thread const VertexOutput (&p)[3], thread const uint& i) { HSOut _output; _output.pos = p[i].pos; _output.uv = p[i].uv; return _output; } HSConstantOut PatchHS(thread const VertexOutput (&_patch)[3]) { HSConstantOut _output; _output.EdgeTess[0] = (float2(1.0) + _patch[0].uv).x; _output.EdgeTess[1] = (float2(1.0) + _patch[0].uv).x; _output.EdgeTess[2] = (float2(1.0) + _patch[0].uv).x; _output.InsideTess = (float2(1.0) + _patch[0].uv).x; return _output; } 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 MTLTriangleTessellationFactorsHalf* spvTessLevel [[buffer(26)]], threadgroup main0_in* gl_in [[threadgroup(0)]]) { device main0_out* gl_out = &spvOut[gl_PrimitiveID * 3]; if (gl_InvocationID < spvIndirectParams[0]) gl_in[gl_InvocationID] = in; threadgroup_barrier(mem_flags::mem_threadgroup); if (gl_InvocationID >= 3) return; VertexOutput p[3]; p[0].pos = gl_in[0].gl_Position; p[0].uv = gl_in[0].VertexOutput_uv; p[1].pos = gl_in[1].gl_Position; p[1].uv = gl_in[1].VertexOutput_uv; p[2].pos = gl_in[2].gl_Position; p[2].uv = gl_in[2].VertexOutput_uv; uint i = gl_InvocationID; VertexOutput param[3]; spvArrayCopyFromStack1(param, p); uint param_1 = i; HSOut flattenTemp = _hs_main(param, param_1); gl_out[gl_InvocationID].gl_Position = flattenTemp.pos; gl_out[gl_InvocationID]._entryPointOutput.uv = flattenTemp.uv; threadgroup_barrier(mem_flags::mem_device); if (int(gl_InvocationID) == 0) { VertexOutput param_2[3]; spvArrayCopyFromStack1(param_2, p); HSConstantOut _patchConstantResult = PatchHS(param_2); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_patchConstantResult.EdgeTess[0]); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_patchConstantResult.EdgeTess[1]); spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_patchConstantResult.EdgeTess[2]); spvTessLevel[gl_PrimitiveID].insideTessellationFactor = half(_patchConstantResult.InsideTess); } }