SPIRV-Cross/reference/opt/shaders-msl/comp/torture-loop.comp

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct SSBO
{
float4x4 mvp;
float4 in_data[1];
};
struct SSBO2
{
float4 out_data[1];
};
constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u);
kernel void main0(const device SSBO& _24 [[buffer(0)]], device SSBO2& _89 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
float4 _101;
_101 = _24.in_data[gl_GlobalInvocationID.x];
for (int _95 = 0; (_95 + 1) < 10; )
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{
_101 *= 2.0;
_95 += 2;
continue;
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}
float4 _100;
_100 = _101;
float4 _105;
for (uint _96 = 0u; _96 < 16u; _100 = _105, _96++)
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{
_105 = _100;
for (uint _102 = 0u; _102 < 30u; )
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{
_105 = _24.mvp * _105;
_102++;
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continue;
}
}
_89.out_data[gl_GlobalInvocationID.x] = _100;
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}