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.
19 lines
524 B
GLSL
19 lines
524 B
GLSL
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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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(float4 gl_FragCoord [[position]], texture2d_ms<float> uSampler [[texture(0)]], sampler uSamplerSmplr [[sampler(0)]])
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{
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main0_out out = {};
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int2 coord = int2(gl_FragCoord.xy);
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out.FragColor = ((uSampler.read(uint2(coord.xy), 0) + uSampler.read(uint2(coord.xy), 1)) + uSampler.read(uint2(coord.xy), 2)) + uSampler.read(uint2(coord.xy), 3);
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return out;
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}
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