SPIRV-Cross/reference/shaders-msl/asm/frag/function-overload-alias.asm.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#pragma clang diagnostic ignored "-Wunused-variable"
#include <metal_stdlib>
#include <simd/simd.h>
template <typename T, size_t Num>
struct unsafe_array
{
T __Elements[Num ? Num : 1];
constexpr size_t size() const thread { return Num; }
constexpr size_t max_size() const thread { return Num; }
constexpr bool empty() const thread { return Num == 0; }
constexpr size_t size() const device { return Num; }
constexpr size_t max_size() const device { return Num; }
constexpr bool empty() const device { return Num == 0; }
constexpr size_t size() const constant { return Num; }
constexpr size_t max_size() const constant { return Num; }
constexpr bool empty() const constant { return Num == 0; }
constexpr size_t size() const threadgroup { return Num; }
constexpr size_t max_size() const threadgroup { return Num; }
constexpr bool empty() const threadgroup { return Num == 0; }
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];
}
};
using namespace metal;
struct main0_out
{
float4 FragColor [[color(0)]];
};
static inline __attribute__((always_inline))
float4 foo(thread const float4& foo_1)
{
return foo_1 + float4(1.0);
}
static inline __attribute__((always_inline))
float4 foo(thread const float3& foo_1)
{
return foo_1.xyzz + float4(1.0);
}
static inline __attribute__((always_inline))
float4 foo_1(thread const float4& foo_2)
{
return foo_2 + float4(2.0);
}
static inline __attribute__((always_inline))
float4 foo(thread const float2& foo_2)
{
return foo_2.xyxy + float4(2.0);
}
fragment main0_out main0()
{
main0_out out = {};
float4 foo_3 = float4(1.0);
float4 foo_2 = foo(foo_3);
float3 foo_5 = float3(1.0);
float4 foo_4 = foo(foo_5);
float4 foo_7 = float4(1.0);
float4 foo_6 = foo_1(foo_7);
float2 foo_9 = float2(1.0);
float4 foo_8 = foo(foo_9);
out.FragColor = ((foo_2 + foo_4) + foo_6) + foo_8;
return out;
}