SPIRV-Cross/reference/shaders-msl-no-opt/asm/frag/composite-insert-inheritance.asm.frag

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
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];
}
};
constant spvUnsafeArray<float4, 2> _34 = spvUnsafeArray<float4, 2>({ float4(0.0), float4(0.0) });
constant float4 _32 = {};
struct main0_out
{
float4 FragColor [[color(0)]];
};
struct main0_in
{
float4 vInput [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
float4 _37 = in.vInput;
float4 _38 = _37;
_38.x = 1.0;
_38.y = 2.0;
_38.z = 3.0;
_38.w = 4.0;
out.FragColor = _38;
float4 _6 = _37;
_6.x = 1.0;
_6.y = 2.0;
_6.z = 3.0;
_6.w = 4.0;
out.FragColor = _6;
float4 _42 = _37;
_42.x = 1.0;
_42.y = 2.0;
_42.z = 3.0;
_42.w = 4.0;
out.FragColor = _42;
float4 _44 = _37;
_44.x = 1.0;
float4 _45 = _44;
_45.y = 2.0;
float4 _46 = _45;
_46.z = 3.0;
float4 _47 = _46;
_47.w = 4.0;
out.FragColor = _47 + _44;
out.FragColor = _47 + _45;
float4 _49;
_49.x = 1.0;
_49.y = 2.0;
_49.z = 3.0;
_49.w = 4.0;
out.FragColor = _49;
float4 _53 = float4(0.0);
_53.x = 1.0;
out.FragColor = _53;
spvUnsafeArray<float4, 2> _54 = _34;
_54[1].z = 1.0;
_54[0].w = 2.0;
out.FragColor = _54[0];
out.FragColor = _54[1];
float4x4 _58 = float4x4(float4(0.0), float4(0.0), float4(0.0), float4(0.0));
_58[1].z = 1.0;
_58[2].w = 2.0;
out.FragColor = _58[0];
out.FragColor = _58[1];
out.FragColor = _58[2];
out.FragColor = _58[3];
float4 PHI;
PHI = _46;
float4 _65 = PHI;
_65.w = 4.0;
out.FragColor = _65;
return out;
}