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];
};
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kernel void main0(device SSBO& _24 [[buffer(0)]], device SSBO2& _89 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
float4 _93;
_93 = _24.in_data[gl_GlobalInvocationID.x];
for (int _94 = 0; (_94 + 1) < 10; )
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{
_93 *= 2.0;
_94 += 2;
continue;
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}
float4 _95;
_95 = _93;
float4 _100;
for (uint _97 = 0u; _97 < 16u; _95 = _100, _97++)
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{
_100 = _95;
for (uint _101 = 0u; _101 < 30u; )
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{
_100 = _24.mvp * _100;
_101++;
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continue;
}
}
_89.out_data[gl_GlobalInvocationID.x] = _95;
}