skia2/tests/sksl/shared/StructMaxDepth.metal
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

60 lines
679 B
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct S1 {
int x;
};
struct S2 {
S1 x;
};
struct S3 {
S2 x;
};
struct S4 {
S3 x;
};
struct S5 {
S4 x;
};
struct S6 {
S5 x;
};
struct S7 {
S6 x;
};
struct S8 {
S7 x;
};
struct SA1 {
array<int, 8> x;
};
struct SA2 {
array<SA1, 7> x;
};
struct SA3 {
array<SA2, 6> x;
};
struct SA4 {
array<SA3, 5> x;
};
struct SA5 {
array<SA4, 4> x;
};
struct SA6 {
array<SA5, 3> x;
};
struct SA7 {
array<SA6, 2> x;
};
struct SA8 {
array<SA7, 1> x;
};
struct Inputs {
S8 s8;
array<SA8, 9> sa8;
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};