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.
33 lines
433 B
GLSL
33 lines
433 B
GLSL
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct Str
|
|
{
|
|
float4x4 foo;
|
|
};
|
|
|
|
struct UBO1
|
|
{
|
|
Str foo;
|
|
};
|
|
|
|
struct UBO2
|
|
{
|
|
Str foo;
|
|
};
|
|
|
|
struct main0_out
|
|
{
|
|
float4 FragColor [[color(0)]];
|
|
};
|
|
|
|
fragment main0_out main0(constant UBO1& ubo1 [[buffer(0)]], constant UBO2& ubo0 [[buffer(1)]])
|
|
{
|
|
main0_out out = {};
|
|
out.FragColor = transpose(ubo1.foo.foo)[0] + ubo0.foo.foo[0];
|
|
return out;
|
|
}
|
|
|