SPIRV-Cross/reference/shaders-msl-no-opt/comp/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& _177 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
uint ident = gl_GlobalInvocationID.x;
float4 idat = _24.in_data[ident];
int k = 0;
uint i = 0u;
if (idat.y == 20.0)
{
do
{
k *= 2;
i++;
} while (i < ident);
}
switch (k)
{
case 10:
{
for (;;)
{
i++;
if (i > 10u)
{
break;
}
continue;
}
break;
}
default:
{
for (;;)
{
i += 2u;
if (i > 20u)
{
break;
}
continue;
}
break;
}
}
while (k < 10)
{
idat *= 2.0;
k++;
}
for (uint i_1 = 0u; i_1 < 16u; i_1++, k++)
{
for (uint j = 0u; j < 30u; j++)
{
idat = _24.mvp * idat;
}
}
k = 0;
for (;;)
{
k++;
if (k > 10)
{
k += 2;
}
else
{
k += 3;
continue;
}
k += 10;
continue;
}
k = 0;
do
{
k++;
} while (k > 10);
int l = 0;
for (;;)
{
if (l == 5)
{
int _172 = l;
l = _172 + 1;
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continue;
}
idat += float4(1.0);
int _172 = l;
l = _172 + 1;
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continue;
}
_177.out_data[ident] = idat;
}