#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 VertexData { float4x4 a; spvUnsafeArray b; float4 c; }; struct main0_out { float4 vOutputs; }; struct main0_in { float4 vInputs_a_0 [[attribute(0)]]; float4 vInputs_a_1 [[attribute(1)]]; float4 vInputs_a_2 [[attribute(2)]]; float4 vInputs_a_3 [[attribute(3)]]; float4 vInputs_b_0 [[attribute(4)]]; float4 vInputs_b_1 [[attribute(5)]]; float4 vInputs_c [[attribute(6)]]; }; 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)]], constant 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; spvUnsafeArray _19 = spvUnsafeArray({ VertexData{ float4x4(gl_in[0].vInputs_a_0, gl_in[0].vInputs_a_1, gl_in[0].vInputs_a_2, gl_in[0].vInputs_a_3), spvUnsafeArray({ gl_in[0].vInputs_b_0, gl_in[0].vInputs_b_1 }), gl_in[0].vInputs_c }, VertexData{ float4x4(gl_in[1].vInputs_a_0, gl_in[1].vInputs_a_1, gl_in[1].vInputs_a_2, gl_in[1].vInputs_a_3), spvUnsafeArray({ gl_in[1].vInputs_b_0, gl_in[1].vInputs_b_1 }), gl_in[1].vInputs_c }, VertexData{ float4x4(gl_in[2].vInputs_a_0, gl_in[2].vInputs_a_1, gl_in[2].vInputs_a_2, gl_in[2].vInputs_a_3), spvUnsafeArray({ gl_in[2].vInputs_b_0, gl_in[2].vInputs_b_1 }), gl_in[2].vInputs_c }, VertexData{ float4x4(gl_in[3].vInputs_a_0, gl_in[3].vInputs_a_1, gl_in[3].vInputs_a_2, gl_in[3].vInputs_a_3), spvUnsafeArray({ gl_in[3].vInputs_b_0, gl_in[3].vInputs_b_1 }), gl_in[3].vInputs_c }, VertexData{ float4x4(gl_in[4].vInputs_a_0, gl_in[4].vInputs_a_1, gl_in[4].vInputs_a_2, gl_in[4].vInputs_a_3), spvUnsafeArray({ gl_in[4].vInputs_b_0, gl_in[4].vInputs_b_1 }), gl_in[4].vInputs_c }, VertexData{ float4x4(gl_in[5].vInputs_a_0, gl_in[5].vInputs_a_1, gl_in[5].vInputs_a_2, gl_in[5].vInputs_a_3), spvUnsafeArray({ gl_in[5].vInputs_b_0, gl_in[5].vInputs_b_1 }), gl_in[5].vInputs_c }, VertexData{ float4x4(gl_in[6].vInputs_a_0, gl_in[6].vInputs_a_1, gl_in[6].vInputs_a_2, gl_in[6].vInputs_a_3), spvUnsafeArray({ gl_in[6].vInputs_b_0, gl_in[6].vInputs_b_1 }), gl_in[6].vInputs_c }, VertexData{ float4x4(gl_in[7].vInputs_a_0, gl_in[7].vInputs_a_1, gl_in[7].vInputs_a_2, gl_in[7].vInputs_a_3), spvUnsafeArray({ gl_in[7].vInputs_b_0, gl_in[7].vInputs_b_1 }), gl_in[7].vInputs_c }, VertexData{ float4x4(gl_in[8].vInputs_a_0, gl_in[8].vInputs_a_1, gl_in[8].vInputs_a_2, gl_in[8].vInputs_a_3), spvUnsafeArray({ gl_in[8].vInputs_b_0, gl_in[8].vInputs_b_1 }), gl_in[8].vInputs_c }, VertexData{ float4x4(gl_in[9].vInputs_a_0, gl_in[9].vInputs_a_1, gl_in[9].vInputs_a_2, gl_in[9].vInputs_a_3), spvUnsafeArray({ gl_in[9].vInputs_b_0, gl_in[9].vInputs_b_1 }), gl_in[9].vInputs_c }, VertexData{ float4x4(gl_in[10].vInputs_a_0, gl_in[10].vInputs_a_1, gl_in[10].vInputs_a_2, gl_in[10].vInputs_a_3), spvUnsafeArray({ gl_in[10].vInputs_b_0, gl_in[10].vInputs_b_1 }), gl_in[10].vInputs_c }, VertexData{ float4x4(gl_in[11].vInputs_a_0, gl_in[11].vInputs_a_1, gl_in[11].vInputs_a_2, gl_in[11].vInputs_a_3), spvUnsafeArray({ gl_in[11].vInputs_b_0, gl_in[11].vInputs_b_1 }), gl_in[11].vInputs_c }, VertexData{ float4x4(gl_in[12].vInputs_a_0, gl_in[12].vInputs_a_1, gl_in[12].vInputs_a_2, gl_in[12].vInputs_a_3), spvUnsafeArray({ gl_in[12].vInputs_b_0, gl_in[12].vInputs_b_1 }), gl_in[12].vInputs_c }, VertexData{ float4x4(gl_in[13].vInputs_a_0, gl_in[13].vInputs_a_1, gl_in[13].vInputs_a_2, gl_in[13].vInputs_a_3), spvUnsafeArray({ gl_in[13].vInputs_b_0, gl_in[13].vInputs_b_1 }), gl_in[13].vInputs_c }, VertexData{ float4x4(gl_in[14].vInputs_a_0, gl_in[14].vInputs_a_1, gl_in[14].vInputs_a_2, gl_in[14].vInputs_a_3), spvUnsafeArray({ gl_in[14].vInputs_b_0, gl_in[14].vInputs_b_1 }), gl_in[14].vInputs_c }, VertexData{ float4x4(gl_in[15].vInputs_a_0, gl_in[15].vInputs_a_1, gl_in[15].vInputs_a_2, gl_in[15].vInputs_a_3), spvUnsafeArray({ gl_in[15].vInputs_b_0, gl_in[15].vInputs_b_1 }), gl_in[15].vInputs_c }, VertexData{ float4x4(gl_in[16].vInputs_a_0, gl_in[16].vInputs_a_1, gl_in[16].vInputs_a_2, gl_in[16].vInputs_a_3), spvUnsafeArray({ gl_in[16].vInputs_b_0, gl_in[16].vInputs_b_1 }), gl_in[16].vInputs_c }, VertexData{ float4x4(gl_in[17].vInputs_a_0, gl_in[17].vInputs_a_1, gl_in[17].vInputs_a_2, gl_in[17].vInputs_a_3), spvUnsafeArray({ gl_in[17].vInputs_b_0, gl_in[17].vInputs_b_1 }), gl_in[17].vInputs_c }, VertexData{ float4x4(gl_in[18].vInputs_a_0, gl_in[18].vInputs_a_1, gl_in[18].vInputs_a_2, gl_in[18].vInputs_a_3), spvUnsafeArray({ gl_in[18].vInputs_b_0, gl_in[18].vInputs_b_1 }), gl_in[18].vInputs_c }, VertexData{ float4x4(gl_in[19].vInputs_a_0, gl_in[19].vInputs_a_1, gl_in[19].vInputs_a_2, gl_in[19].vInputs_a_3), spvUnsafeArray({ gl_in[19].vInputs_b_0, gl_in[19].vInputs_b_1 }), gl_in[19].vInputs_c }, VertexData{ float4x4(gl_in[20].vInputs_a_0, gl_in[20].vInputs_a_1, gl_in[20].vInputs_a_2, gl_in[20].vInputs_a_3), spvUnsafeArray({ gl_in[20].vInputs_b_0, gl_in[20].vInputs_b_1 }), gl_in[20].vInputs_c }, VertexData{ float4x4(gl_in[21].vInputs_a_0, gl_in[21].vInputs_a_1, gl_in[21].vInputs_a_2, gl_in[21].vInputs_a_3), spvUnsafeArray({ gl_in[21].vInputs_b_0, gl_in[21].vInputs_b_1 }), gl_in[21].vInputs_c }, VertexData{ float4x4(gl_in[22].vInputs_a_0, gl_in[22].vInputs_a_1, gl_in[22].vInputs_a_2, gl_in[22].vInputs_a_3), spvUnsafeArray({ gl_in[22].vInputs_b_0, gl_in[22].vInputs_b_1 }), gl_in[22].vInputs_c }, VertexData{ float4x4(gl_in[23].vInputs_a_0, gl_in[23].vInputs_a_1, gl_in[23].vInputs_a_2, gl_in[23].vInputs_a_3), spvUnsafeArray({ gl_in[23].vInputs_b_0, gl_in[23].vInputs_b_1 }), gl_in[23].vInputs_c }, VertexData{ float4x4(gl_in[24].vInputs_a_0, gl_in[24].vInputs_a_1, gl_in[24].vInputs_a_2, gl_in[24].vInputs_a_3), spvUnsafeArray({ gl_in[24].vInputs_b_0, gl_in[24].vInputs_b_1 }), gl_in[24].vInputs_c }, VertexData{ float4x4(gl_in[25].vInputs_a_0, gl_in[25].vInputs_a_1, gl_in[25].vInputs_a_2, gl_in[25].vInputs_a_3), spvUnsafeArray({ gl_in[25].vInputs_b_0, gl_in[25].vInputs_b_1 }), gl_in[25].vInputs_c }, VertexData{ float4x4(gl_in[26].vInputs_a_0, gl_in[26].vInputs_a_1, gl_in[26].vInputs_a_2, gl_in[26].vInputs_a_3), spvUnsafeArray({ gl_in[26].vInputs_b_0, gl_in[26].vInputs_b_1 }), gl_in[26].vInputs_c }, VertexData{ float4x4(gl_in[27].vInputs_a_0, gl_in[27].vInputs_a_1, gl_in[27].vInputs_a_2, gl_in[27].vInputs_a_3), spvUnsafeArray({ gl_in[27].vInputs_b_0, gl_in[27].vInputs_b_1 }), gl_in[27].vInputs_c }, VertexData{ float4x4(gl_in[28].vInputs_a_0, gl_in[28].vInputs_a_1, gl_in[28].vInputs_a_2, gl_in[28].vInputs_a_3), spvUnsafeArray({ gl_in[28].vInputs_b_0, gl_in[28].vInputs_b_1 }), gl_in[28].vInputs_c }, VertexData{ float4x4(gl_in[29].vInputs_a_0, gl_in[29].vInputs_a_1, gl_in[29].vInputs_a_2, gl_in[29].vInputs_a_3), spvUnsafeArray({ gl_in[29].vInputs_b_0, gl_in[29].vInputs_b_1 }), gl_in[29].vInputs_c }, VertexData{ float4x4(gl_in[30].vInputs_a_0, gl_in[30].vInputs_a_1, gl_in[30].vInputs_a_2, gl_in[30].vInputs_a_3), spvUnsafeArray({ gl_in[30].vInputs_b_0, gl_in[30].vInputs_b_1 }), gl_in[30].vInputs_c }, VertexData{ float4x4(gl_in[31].vInputs_a_0, gl_in[31].vInputs_a_1, gl_in[31].vInputs_a_2, gl_in[31].vInputs_a_3), spvUnsafeArray({ gl_in[31].vInputs_b_0, gl_in[31].vInputs_b_1 }), gl_in[31].vInputs_c } }); spvUnsafeArray tmp; tmp = _19; int _27 = gl_InvocationID ^ 1; VertexData _30 = VertexData{ float4x4(gl_in[_27].vInputs_a_0, gl_in[_27].vInputs_a_1, gl_in[_27].vInputs_a_2, gl_in[_27].vInputs_a_3), spvUnsafeArray({ gl_in[_27].vInputs_b_0, gl_in[_27].vInputs_b_1 }), gl_in[_27].vInputs_c }; VertexData tmp_single = _30; gl_out[gl_InvocationID].vOutputs = ((tmp[gl_InvocationID].a[1] + tmp[gl_InvocationID].b[1]) + tmp[gl_InvocationID].c) + tmp_single.c; }