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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct main0_out
{
float4 gl_Position [[position]];
};
static inline __attribute__((always_inline))
float4 read_tess_levels(thread spvUnsafeArray<float, 4>& gl_TessLevelOuter, thread spvUnsafeArray<float, 2>& gl_TessLevelInner)
{
return float4(gl_TessLevelOuter[0], gl_TessLevelOuter[1], gl_TessLevelOuter[2], gl_TessLevelOuter[3]) + float2(gl_TessLevelInner[0], gl_TessLevelInner[1]).xyxy;
}
[[ patch(quad, 0) ]] vertex main0_out main0(uint gl_PrimitiveID [[patch_id]], const device MTLQuadTessellationFactorsHalf* spvTessLevel [[buffer(26)]])
{
main0_out out = {};
spvUnsafeArray<float, 4> gl_TessLevelOuter = {};
spvUnsafeArray<float, 2> gl_TessLevelInner = {};
gl_TessLevelOuter[0] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0];
gl_TessLevelOuter[1] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1];
gl_TessLevelOuter[2] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2];
gl_TessLevelOuter[3] = spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3];
gl_TessLevelInner[0] = spvTessLevel[gl_PrimitiveID].insideTessellationFactor[0];
gl_TessLevelInner[1] = spvTessLevel[gl_PrimitiveID].insideTessellationFactor[1];
out.gl_Position = read_tess_levels(gl_TessLevelOuter, gl_TessLevelInner);
return out;
}
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