SPIRV-Cross/reference/shaders-msl/frag/ubo_layout.frag
Bill Hollings be4cb17a14 Enhance MSL testing and add numerous MSL test cases.
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.
2017-01-30 22:55:21 -05:00

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;
}