SPIRV-Cross/reference/shaders-msl/frag/for-loop-init.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

59 lines
943 B
GLSL

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
int FragColor [[color(0)]];
};
fragment main0_out main0()
{
main0_out out = {};
out.FragColor = 16;
for (int i = 0; i < 25; i++)
{
out.FragColor += 10;
}
for (int i_1 = 1, j = 4; i_1 < 30; i_1++, j += 4)
{
out.FragColor += 11;
}
int k = 0;
for (; k < 20; k++)
{
out.FragColor += 12;
}
k += 3;
out.FragColor += k;
int l;
if (k == 40)
{
l = 0;
for (; l < 40; l++)
{
out.FragColor += 13;
}
return out;
}
else
{
l = k;
out.FragColor += l;
}
int2 i_2 = int2(0);
for (; i_2.x < 10; i_2.x += 4)
{
out.FragColor += i_2.y;
}
int o = k;
for (int m = k; m < 40; m++)
{
out.FragColor += m;
}
out.FragColor += o;
return out;
}