1#pragma clang diagnostic ignored "-Wmissing-prototypes"
2#pragma clang diagnostic ignored "-Wmissing-braces"
3
4#include <metal_stdlib>
5#include <simd/simd.h>
6
7using namespace metal;
8
9template<typename T, size_t Num>
10struct spvUnsafeArray
11{
12    T elements[Num ? Num : 1];
13    
14    thread T& operator [] (size_t pos) thread
15    {
16        return elements[pos];
17    }
18    constexpr const thread T& operator [] (size_t pos) const thread
19    {
20        return elements[pos];
21    }
22    
23    device T& operator [] (size_t pos) device
24    {
25        return elements[pos];
26    }
27    constexpr const device T& operator [] (size_t pos) const device
28    {
29        return elements[pos];
30    }
31    
32    constexpr const constant T& operator [] (size_t pos) const constant
33    {
34        return elements[pos];
35    }
36    
37    threadgroup T& operator [] (size_t pos) threadgroup
38    {
39        return elements[pos];
40    }
41    constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
42    {
43        return elements[pos];
44    }
45};
46
47struct gl_PerVertex
48{
49    float4 gl_Position;
50    float gl_PointSize;
51    spvUnsafeArray<float, 1> gl_ClipDistance;
52    spvUnsafeArray<float, 1> gl_CullDistance;
53};
54
55struct main0_out
56{
57    float4 v0;
58    float gl_PointSize;
59};
60
61struct main0_patchOut
62{
63    spvUnsafeArray<float4, 2> v1;
64    float4 v3;
65};
66
67kernel 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)]])
68{
69    threadgroup gl_PerVertex gl_out_masked[4];
70    device main0_out* gl_out = &spvOut[gl_PrimitiveID * 4];
71    device main0_patchOut& patchOut = spvPatchOut[gl_PrimitiveID];
72    gl_out[gl_InvocationID].v0 = float4(1.0);
73    gl_out[gl_InvocationID].v0.z = 3.0;
74    if (gl_InvocationID == 0)
75    {
76        patchOut.v1[0] = float4(2.0);
77        ((device float*)&patchOut.v1[0])[0u] = 3.0;
78        patchOut.v1[1] = float4(2.0);
79        ((device float*)&patchOut.v1[1])[0u] = 5.0;
80    }
81    patchOut.v3 = float4(5.0);
82    gl_out_masked[gl_InvocationID].gl_Position = float4(10.0);
83    gl_out_masked[gl_InvocationID].gl_Position.z = 20.0;
84    gl_out[gl_InvocationID].gl_PointSize = 40.0;
85}
86
87