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.
25 lines
351 B
GLSL
25 lines
351 B
GLSL
#version 310 es
|
|
precision mediump float;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
struct Str
|
|
{
|
|
mat4 foo;
|
|
};
|
|
|
|
layout(binding = 0, std140) uniform UBO1
|
|
{
|
|
layout(row_major) Str foo;
|
|
} ubo1;
|
|
|
|
layout(binding = 1, std140) uniform UBO2
|
|
{
|
|
layout(column_major) Str foo;
|
|
} ubo0;
|
|
|
|
void main()
|
|
{
|
|
FragColor = ubo1.foo.foo[0] + ubo0.foo.foo[0];
|
|
}
|