dawn-cmake/test/shader_io/fragment_input_mixed.wgsl.e...

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#include <metal_stdlib>
using namespace metal;
struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
uint sample_mask;
};
struct tint_symbol_2 {
int loc0 [[user(locn0)]];
uint loc1 [[user(locn1)]];
float loc2 [[user(locn2)]];
float4 loc3 [[user(locn3)]];
float4 position [[position]];
bool front_facing [[front_facing]];
uint sample_index [[sample_id]];
uint sample_mask [[sample_mask]];
};
fragment void tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
FragmentInputs0 const inputs0 = {tint_symbol_1.position, tint_symbol_1.loc0};
bool const front_facing = tint_symbol_1.front_facing;
uint const loc1 = tint_symbol_1.loc1;
uint const sample_index = tint_symbol_1.sample_index;
FragmentInputs1 const inputs1 = {tint_symbol_1.loc3, tint_symbol_1.sample_mask};
float const loc2 = tint_symbol_1.loc2;
if (front_facing) {
float4 const foo = inputs0.position;
uint const bar = (sample_index + inputs1.sample_mask);
int const i = inputs0.loc0;
uint const u = loc1;
float const f = loc2;
float4 const v = inputs1.loc3;
}
return;
}