#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
{
    spvUnsafeArray<float4, 2> Foo;
    float4 gl_Position;
};

struct main0_patchOut
{
    spvUnsafeArray<float4, 2> pFoo;
};

struct main0_in
{
    spvUnsafeArray<float4, 2> iFoo;
    float4 ipFoo;
};

kernel void main0(uint3 gl_GlobalInvocationID [[thread_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)]], device main0_in* spvIn [[buffer(22)]])
{
    device main0_out* gl_out = &spvOut[gl_GlobalInvocationID.x - gl_GlobalInvocationID.x % 4];
    device main0_patchOut& patchOut = spvPatchOut[gl_GlobalInvocationID.x / 4];
    device main0_in* gl_in = &spvIn[min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1) * spvIndirectParams[0]];
    uint gl_InvocationID = gl_GlobalInvocationID.x % 4;
    uint gl_PrimitiveID = min(gl_GlobalInvocationID.x / 4, spvIndirectParams[1] - 1);
    gl_out[gl_InvocationID].gl_Position = float4(1.0);
    gl_out[gl_InvocationID].Foo = gl_in[gl_InvocationID].iFoo;
    if (gl_InvocationID == 0)
    {
        spvUnsafeArray<float4, 2> _56 = spvUnsafeArray<float4, 2>({ gl_in[0].ipFoo, gl_in[1].ipFoo });
        patchOut.pFoo = _56;
    }
}

