SPIRV-Cross/reference/opt/shaders-msl/masking/write-outputs-block.mask-location-0.msl2.tesc
2021-04-19 12:10:49 +02:00

42 lines
938 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
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(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 main0_patchOut* spvPatchOut [[buffer(27)]], device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
threadgroup P _11;
device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
_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);
}