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.
22 lines
583 B
GLSL
22 lines
583 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) flat in int index;
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struct Foobar { float a; float b; };
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vec4 resolve(Foobar f)
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{
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return vec4(f.a + f.b);
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}
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void main()
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{
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const vec4 foo[3] = vec4[](vec4(1.0), vec4(2.0), vec4(3.0));
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const vec4 foobars[2][2] = vec4[][](vec4[](vec4(1.0), vec4(2.0)), vec4[](vec4(8.0), vec4(10.0)));
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const Foobar foos[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0));
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FragColor = foo[index] + foobars[index][index + 1] + resolve(Foobar(10.0, 20.0)) + resolve(foos[index]);
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}
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