be4cb17a14
Add to suite of MSL tests and references any existing GLSL tests that successfully convert GLSL->SPIRV->MSL and compile as MSL. test_shaders_helper() ignores hidden files that start with '.', to avoid accidentally finding hidden OSX files such as .DS_Store. Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler. Wrap calls to xcrun in exception handling to ignore if Xcode not installed. For MSL tests, move call to validate_shader_msl() to after call to regression_check() to allow a converted MSL shader to be saved for manual review even if it doesn't successfully compile as MSL.
41 lines
869 B
GLSL
41 lines
869 B
GLSL
#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 Foobar
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{
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float a;
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float b;
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};
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struct main0_in
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{
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int index [[user(locn0)]];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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float4 resolve(thread const Foobar& f)
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{
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return float4(f.a + f.b);
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}
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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float4 indexable[3] = {float4(1.0), float4(2.0), float4(3.0)};
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float4 indexable_1[2][2] = {{float4(1.0), float4(2.0)}, {float4(8.0), float4(10.0)}};
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Foobar param = {10.0, 20.0};
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Foobar indexable_2[2] = {{10.0, 40.0}, {90.0, 70.0}};
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Foobar param_1 = indexable_2[in.index];
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out.FragColor = ((indexable[in.index] + (indexable_1[in.index][in.index + 1])) + resolve(param)) + resolve(param_1);
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return out;
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}
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