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];
};
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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{
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float4 _99;
_99 = _24.in_data[gl_GlobalInvocationID.x];
for (int _93 = 0; (_93 + 1) < 10; )
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{
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_99 *= 2.0;
_93 += 2;
continue;
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}
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float4 _98;
_98 = _99;
float4 _103;
for (uint _94 = 0u; _94 < 16u; _98 = _103, _94++)
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{
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_103 = _98;
for (uint _100 = 0u; _100 < 30u; )
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{
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_103 = _24.mvp * _103;
_100++;
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continue;
}
}
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_89.out_data[gl_GlobalInvocationID.x] = _98;
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}