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.
49 lines
909 B
JavaScript
49 lines
909 B
JavaScript
#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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float vIn3 [[user(locn3)]];
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float vIn2 [[user(locn2)]];
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float4 vIn1 [[user(locn1)]];
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float4 vIn0 [[user(locn0)]];
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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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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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bool4 l = bool4(false, true, false, false);
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out.FragColor = float4(l.x ? in.vIn1.x : in.vIn0.x, l.y ? in.vIn1.y : in.vIn0.y, l.z ? in.vIn1.z : in.vIn0.z, l.w ? in.vIn1.w : in.vIn0.w);
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bool f = true;
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out.FragColor = float4(f ? in.vIn3 : in.vIn2);
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float4 _35;
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if (f)
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{
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_35 = in.vIn0;
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}
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else
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{
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_35 = in.vIn1;
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}
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out.FragColor = _35;
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float _44;
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if (f)
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{
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_44 = in.vIn2;
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}
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else
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{
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_44 = in.vIn3;
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}
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out.FragColor = float4(_44);
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return out;
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}
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