#include #include using namespace metal; struct Sub { float f[2]; float2 f2[2]; float3 f3[2]; float4 f4[2]; }; struct Sub_1 { float4 f[2]; float4 f2[2]; float3 f3[2]; float4 f4[2]; }; struct SSBO { Sub_1 sub[2]; }; kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]]) { Sub foo; foo.f[0] = _27.sub[gl_WorkGroupID.x].f[0].x; foo.f[1] = _27.sub[gl_WorkGroupID.x].f[1].x; foo.f2[0] = _27.sub[gl_WorkGroupID.x].f2[0].xy; foo.f2[1] = _27.sub[gl_WorkGroupID.x].f2[1].xy; foo.f3[0] = _27.sub[gl_WorkGroupID.x].f3[0]; foo.f3[1] = _27.sub[gl_WorkGroupID.x].f3[1]; foo.f4[0] = _27.sub[gl_WorkGroupID.x].f4[0]; foo.f4[1] = _27.sub[gl_WorkGroupID.x].f4[1]; foo.f[gl_GlobalInvocationID.x] += 1.0; foo.f2[gl_GlobalInvocationID.x] += float2(2.0); foo.f3[gl_GlobalInvocationID.x] += float3(3.0); foo.f4[gl_GlobalInvocationID.x] += float4(4.0); _27.sub[gl_WorkGroupID.x].f[0].x = foo.f[0]; _27.sub[gl_WorkGroupID.x].f[1].x = foo.f[1]; _27.sub[gl_WorkGroupID.x].f2[0].xy = foo.f2[0]; _27.sub[gl_WorkGroupID.x].f2[1].xy = foo.f2[1]; _27.sub[gl_WorkGroupID.x].f3[0] = foo.f3[0]; _27.sub[gl_WorkGroupID.x].f3[1] = foo.f3[1]; _27.sub[gl_WorkGroupID.x].f4[0] = foo.f4[0]; _27.sub[gl_WorkGroupID.x].f4[1] = foo.f4[1]; _27.sub[0].f[0].x += 5.0; _27.sub[0].f2[1].xy += float2(5.0); }