#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; constant float _16[16] = { 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0 }; constant float4 _60[4] = { float4(0.0), float4(1.0), float4(8.0), float4(5.0) }; constant float4 _104[4] = { float4(20.0), float4(30.0), float4(50.0), float4(60.0) }; struct main0_out { float FragColor [[color(0)]]; }; struct main0_in { int index [[user(locn0)]]; }; // Implementation of an array copy function to cover GLSL's ability to copy an array via assignment. template void spvArrayCopyFromStack1(thread T (&dst)[N], thread const T (&src)[N]) { for (uint i = 0; i < N; dst[i] = src[i], i++); } template void spvArrayCopyFromConstant1(thread T (&dst)[N], constant T (&src)[N]) { for (uint i = 0; i < N; dst[i] = src[i], i++); } fragment main0_out main0(main0_in in [[stage_in]]) { main0_out out = {}; out.FragColor = _16[in.index]; if (in.index < 10) { out.FragColor += _16[in.index ^ 1]; } else { out.FragColor += _16[in.index & 1]; } if (in.index > 30) { out.FragColor += _60[in.index & 3].y; } else { out.FragColor += _60[in.index & 1].x; } float4 foobar[4] = { float4(0.0), float4(1.0), float4(8.0), float4(5.0) }; if (in.index > 30) { foobar[1].z = 20.0; } out.FragColor += foobar[in.index & 3].z; float4 baz[4] = { float4(0.0), float4(1.0), float4(8.0), float4(5.0) }; spvArrayCopyFromConstant1(baz, _104); out.FragColor += baz[in.index & 3].z; return out; }