dawn-cmake/test/tint/shader_io/vertex_input_mixed_f16.wgsl...

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#include <metal_stdlib>
using namespace metal;
struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
float4 loc3;
half3 loc5;
};
struct tint_symbol_2 {
int loc0 [[attribute(0)]];
uint loc1 [[attribute(1)]];
float loc2 [[attribute(2)]];
float4 loc3 [[attribute(3)]];
half loc4 [[attribute(4)]];
half3 loc5 [[attribute(5)]];
};
struct tint_symbol_3 {
float4 value [[position]];
};
float4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1, half loc4) {
uint const foo = (inputs0.vertex_index + instance_index);
int const i = inputs0.loc0;
uint const u = loc1;
float const f = inputs1.loc2;
float4 const v = inputs1.loc3;
half const x = loc4;
half3 const y = inputs1.loc5;
return float4(0.0f);
}
vertex tint_symbol_3 tint_symbol(uint vertex_index [[vertex_id]], uint instance_index [[instance_id]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
VertexInputs0 const tint_symbol_4 = {.vertex_index=vertex_index, .loc0=tint_symbol_1.loc0};
VertexInputs1 const tint_symbol_5 = {.loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3, .loc5=tint_symbol_1.loc5};
float4 const inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, instance_index, tint_symbol_5, tint_symbol_1.loc4);
tint_symbol_3 wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}