Add some more MSL test shaders.
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34
reference/opt/shaders-msl/comp/packing-test-1.comp
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reference/opt/shaders-msl/comp/packing-test-1.comp
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
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struct T1
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{
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float3 a;
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float b;
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};
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struct T1_1
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{
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packed_float3 a;
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float b;
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};
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struct Buffer0
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{
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T1_1 buf0[1];
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};
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struct Buffer1
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{
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float buf1[1];
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};
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kernel void main0(device Buffer0& _15 [[buffer(0)]], device Buffer1& _34 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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_34.buf1[gl_GlobalInvocationID.x] = _15.buf0[0].b;
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}
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28
reference/opt/shaders-msl/comp/packing-test-2.comp
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reference/opt/shaders-msl/comp/packing-test-2.comp
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
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struct T1
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{
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packed_float3 a;
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float b;
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};
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struct Buffer0
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{
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T1 buf0[1];
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};
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struct Buffer1
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{
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float buf1[1];
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};
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kernel void main0(device Buffer0& _14 [[buffer(0)]], device Buffer1& _24 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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_24.buf1[gl_GlobalInvocationID.x] = _14.buf0[0].b;
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}
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39
reference/opt/shaders-msl/frag/packing-test-3.frag
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reference/opt/shaders-msl/frag/packing-test-3.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct VertexOutput
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{
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float4 HPosition;
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};
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struct TestStruct
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{
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float3 position;
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float radius;
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};
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struct TestStruct_1
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{
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packed_float3 position;
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float radius;
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};
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struct CB0
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{
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TestStruct_1 CB0[16];
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};
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struct main0_out
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{
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float4 _entryPointOutput [[color(0)]];
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};
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fragment main0_out main0(constant CB0& _26 [[buffer(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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out._entryPointOutput = float4(_26.CB0[1].position, _26.CB0[1].radius);
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return out;
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}
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38
reference/shaders-msl/comp/packing-test-1.comp
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reference/shaders-msl/comp/packing-test-1.comp
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
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struct T1
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{
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float3 a;
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float b;
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};
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struct T1_1
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{
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packed_float3 a;
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float b;
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};
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struct Buffer0
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{
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T1_1 buf0[1];
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};
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struct Buffer1
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{
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float buf1[1];
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};
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kernel void main0(device Buffer0& _15 [[buffer(0)]], device Buffer1& _34 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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T1 v;
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v.a = _15.buf0[0].a;
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v.b = _15.buf0[0].b;
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float x = v.b;
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_34.buf1[gl_GlobalInvocationID.x] = x;
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}
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29
reference/shaders-msl/comp/packing-test-2.comp
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reference/shaders-msl/comp/packing-test-2.comp
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant uint3 gl_WorkGroupSize = uint3(32u, 1u, 1u);
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struct T1
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{
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packed_float3 a;
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float b;
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};
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struct Buffer0
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{
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T1 buf0[1];
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};
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struct Buffer1
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{
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float buf1[1];
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};
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kernel void main0(device Buffer0& _14 [[buffer(0)]], device Buffer1& _24 [[buffer(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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float x = _14.buf0[0].b;
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_24.buf1[gl_GlobalInvocationID.x] = x;
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}
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54
reference/shaders-msl/frag/packing-test-3.frag
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reference/shaders-msl/frag/packing-test-3.frag
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct VertexOutput
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{
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float4 HPosition;
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};
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struct TestStruct
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{
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float3 position;
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float radius;
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};
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struct TestStruct_1
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{
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packed_float3 position;
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float radius;
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};
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struct CB0
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{
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TestStruct_1 CB0[16];
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};
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struct main0_out
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{
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float4 _entryPointOutput [[color(0)]];
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};
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float4 _main(thread const VertexOutput& IN, constant CB0& v_26)
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{
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TestStruct st;
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st.position = v_26.CB0[1].position;
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st.radius = v_26.CB0[1].radius;
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float4 col = float4(st.position, st.radius);
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return col;
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}
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fragment main0_out main0(constant CB0& v_26 [[buffer(0)]], float4 gl_FragCoord [[position]])
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{
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main0_out out = {};
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VertexOutput IN;
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IN.HPosition = gl_FragCoord;
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VertexOutput param = IN;
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VertexOutput param_1 = param;
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out._entryPointOutput = _main(param_1, v_26);
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return out;
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}
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18
shaders-msl/comp/packing-test-1.comp
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shaders-msl/comp/packing-test-1.comp
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#version 450
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struct T1
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{
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vec3 a;
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float b;
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};
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layout(std430, binding = 1) buffer Buffer0 { T1 buf0[]; };
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layout(std430, binding = 2) buffer Buffer1 { float buf1[]; };
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layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
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void main()
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{
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// broken case in Metal!
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T1 v = buf0[0];
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float x = v.b;
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buf1[gl_GlobalInvocationID.x] = x;
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}
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16
shaders-msl/comp/packing-test-2.comp
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shaders-msl/comp/packing-test-2.comp
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#version 450
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struct T1
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{
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vec3 a;
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float b;
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};
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layout(std430, binding = 1) buffer Buffer0 { T1 buf0[]; };
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layout(std430, binding = 2) buffer Buffer1 { float buf1[]; };
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layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
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void main()
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{
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float x = buf0[0].b;
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buf1[gl_GlobalInvocationID.x] = x;
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}
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36
shaders-msl/frag/packing-test-3.frag
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shaders-msl/frag/packing-test-3.frag
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#version 450
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struct VertexOutput
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{
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vec4 HPosition;
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};
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struct TestStruct
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{
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vec3 position;
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float radius;
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};
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layout(binding = 0, std140) uniform CB0
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{
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TestStruct CB0[16];
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} _24;
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layout(location = 0) out vec4 _entryPointOutput;
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vec4 _main(VertexOutput IN)
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{
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TestStruct st;
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st.position = _24.CB0[1].position;
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st.radius = _24.CB0[1].radius;
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vec4 col = vec4(st.position, st.radius);
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return col;
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}
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void main()
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{
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VertexOutput IN;
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IN.HPosition = gl_FragCoord;
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VertexOutput param = IN;
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_entryPointOutput = _main(param);
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}
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