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.
32 lines
704 B
GLSL
32 lines
704 B
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_in
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{
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float2 vTex [[user(locn0)]];
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float4 vColor [[user(locn1)]];
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};
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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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float4 sample_texture(thread const texture2d<float> tex, thread const sampler& texSmplr, thread const float2& uv)
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{
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return tex.sample(texSmplr, uv.xy);
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}
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]])
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{
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main0_out out = {};
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float2 param = in.vTex;
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out.FragColor = in.vColor * sample_texture(uTex, uTexSmplr, param);
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return out;
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}
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