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.
32 lines
625 B
GLSL
32 lines
625 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_in
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{
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float4 PLSIn3 [[user(locn0)]];
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float4 PLSIn2 [[user(locn1)]];
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float4 PLSIn1 [[user(locn1)]];
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float4 PLSIn0 [[user(locn0)]];
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};
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struct main0_out
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{
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float4 PLSOut0 [[color(0)]];
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float4 PLSOut1 [[color(1)]];
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float4 PLSOut2 [[color(2)]];
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float4 PLSOut3 [[color(3)]];
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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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out.PLSOut0 = in.PLSIn0 * 2.0;
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out.PLSOut1 = in.PLSIn1 * 6.0;
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out.PLSOut2 = in.PLSIn2 * 7.0;
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out.PLSOut3 = in.PLSIn3 * 4.0;
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return out;
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}
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