81 lines
2.6 KiB
GLSL
81 lines
2.6 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex
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{
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float4 _RESERVED_IDENTIFIER_FIXUP_gl_Position;
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float _RESERVED_IDENTIFIER_FIXUP_gl_PointSize;
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};
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struct Verts
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{
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float a;
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float2 b;
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};
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struct main0_out
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{
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float Verts_a;
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float2 Verts_b;
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float4 gl_Position;
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float gl_PointSize;
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};
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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 MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
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{
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spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4> _17 = spvUnsafeArray<_RESERVED_IDENTIFIER_FIXUP_gl_PerVertex, 4>({ _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 }, _RESERVED_IDENTIFIER_FIXUP_gl_PerVertex{ float4(0.0), 0.0 } });
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spvUnsafeArray<Verts, 4> _27 = spvUnsafeArray<Verts, 4>({ Verts{ 0.0, float2(0.0) }, Verts{ 0.0, float2(0.0) }, Verts{ 0.0, float2(0.0) }, Verts{ 0.0, float2(0.0) } });
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device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
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gl_out[gl_InvocationID].gl_Position = _17[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position;
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gl_out[gl_InvocationID].gl_PointSize = _17[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSize;
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gl_out[gl_InvocationID].Verts_a = _27[gl_InvocationID].a;
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gl_out[gl_InvocationID].Verts_b = _27[gl_InvocationID].b;
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gl_out[gl_InvocationID].gl_Position = float4(1.0);
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gl_out[gl_InvocationID].Verts_a = float(gl_InvocationID);
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}
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