1f83856366
CompilerMSL add emit_custom_functions() function. CompilerMSL restrict use of as_type<> cast to necessary conditions. CompilerMSL refactor get_declared_struct_member_size() and get_declared_struct_member_alignment() functions, and remove unnecessary get_declared_type_size() functions. Add test shaders-msl/vulkan/frag/spec-constant.vk.frag.
75 lines
2.1 KiB
GLSL
75 lines
2.1 KiB
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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constant float a_tmp [[function_constant(1)]];
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constant float a = is_function_constant_defined(a_tmp) ? a_tmp : 1.0;
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constant float b_tmp [[function_constant(2)]];
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constant float b = is_function_constant_defined(b_tmp) ? b_tmp : 2.0;
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constant int c_tmp [[function_constant(3)]];
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constant int c = is_function_constant_defined(c_tmp) ? c_tmp : 3;
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constant int d_tmp [[function_constant(4)]];
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constant int d = is_function_constant_defined(d_tmp) ? d_tmp : 4;
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constant uint e_tmp [[function_constant(5)]];
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constant uint e = is_function_constant_defined(e_tmp) ? e_tmp : 5u;
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constant uint f_tmp [[function_constant(6)]];
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constant uint f = is_function_constant_defined(f_tmp) ? f_tmp : 6u;
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constant bool g_tmp [[function_constant(7)]];
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constant bool g = is_function_constant_defined(g_tmp) ? g_tmp : false;
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constant bool h_tmp [[function_constant(8)]];
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constant bool h = is_function_constant_defined(h_tmp) ? h_tmp : true;
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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fragment main0_out main0()
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{
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main0_out out = {};
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float t0 = a;
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float t1 = b;
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uint c0 = (uint(c) + 0u);
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int c1 = (-c);
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int c2 = (~c);
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int c3 = (c + d);
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int c4 = (c - d);
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int c5 = (c * d);
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int c6 = (c / d);
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uint c7 = (e / f);
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int c8 = (c % d);
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uint c9 = (e % f);
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int c10 = (c >> d);
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uint c11 = (e >> f);
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int c12 = (c << d);
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int c13 = (c | d);
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int c14 = (c ^ d);
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int c15 = (c & d);
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bool c16 = (g || h);
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bool c17 = (g && h);
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bool c18 = (!g);
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bool c19 = (g == h);
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bool c20 = (g != h);
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bool c21 = (c == d);
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bool c22 = (c != d);
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bool c23 = (c < d);
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bool c24 = (e < f);
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bool c25 = (c > d);
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bool c26 = (e > f);
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bool c27 = (c <= d);
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bool c28 = (e <= f);
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bool c29 = (c >= d);
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bool c30 = (e >= f);
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int c31 = c8 + c3;
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int c32 = int(e + 0u);
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bool c33 = (c != int(0u));
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bool c34 = (e != 0u);
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int c35 = int(g);
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uint c36 = uint(g);
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float c37 = float(g);
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out.FragColor = float4(t0 + t1);
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return out;
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}
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