#include #include using namespace metal; struct Sub { float4 f[2]; float4 f2[2]; float3 f3[2]; float4 f4[2]; }; struct SSBO { Sub sub[2]; }; kernel void main0(device SSBO& _27 [[buffer(0)]], uint3 gl_WorkGroupID [[threadgroup_position_in_grid]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]]) { float _153[2]; _153[0] = _27.sub[gl_WorkGroupID.x].f[0].x; _153[1] = _27.sub[gl_WorkGroupID.x].f[1].x; float2 _154[2]; _154[0] = _27.sub[gl_WorkGroupID.x].f2[0].xy; _154[1] = _27.sub[gl_WorkGroupID.x].f2[1].xy; float3 _155[2]; _155[0] = _27.sub[gl_WorkGroupID.x].f3[0]; _155[1] = _27.sub[gl_WorkGroupID.x].f3[1]; float4 _156[2]; _156[0] = _27.sub[gl_WorkGroupID.x].f4[0]; _156[1] = _27.sub[gl_WorkGroupID.x].f4[1]; _153[gl_GlobalInvocationID.x] += 1.0; _154[gl_GlobalInvocationID.x] += float2(2.0); _155[gl_GlobalInvocationID.x] += float3(3.0); _156[gl_GlobalInvocationID.x] += float4(4.0); _27.sub[gl_WorkGroupID.x].f[0].x = _153[0]; _27.sub[gl_WorkGroupID.x].f[1].x = _153[1]; _27.sub[gl_WorkGroupID.x].f2[0].xy = _154[0]; _27.sub[gl_WorkGroupID.x].f2[1].xy = _154[1]; _27.sub[gl_WorkGroupID.x].f3[0] = _155[0]; _27.sub[gl_WorkGroupID.x].f3[1] = _155[1]; _27.sub[gl_WorkGroupID.x].f4[0] = _156[0]; _27.sub[gl_WorkGroupID.x].f4[1] = _156[1]; _27.sub[0].f[0].x += 5.0; _27.sub[0].f2[1].xy += float2(5.0); }