dawn-cmake/test/var/splat.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct tint_symbol_1 {
float4 value [[color(0)]];
};
void from_immediate_bool() {
bool2 v2 = bool2(true);
bool3 v3 = bool3(true);
bool4 v4 = bool4(true);
}
void from_immediate_f32() {
float2 v2 = float2(1.0f);
float3 v3 = float3(1.0f);
float4 v4 = float4(1.0f);
}
void from_immediate_i32() {
int2 v2 = int2(1);
int3 v3 = int3(1);
int4 v4 = int4(1);
}
void from_immediate_u32() {
uint2 v2 = uint2(1u);
uint3 v3 = uint3(1u);
uint4 v4 = uint4(1u);
}
void from_expression_bool() {
bool2 v2 = bool2(true);
bool3 v3 = bool3(true);
bool4 v4 = bool4(true);
}
void from_expression_f32() {
float2 v2 = float2((1.0f + 2.0f));
float3 v3 = float3((1.0f + 2.0f));
float4 v4 = float4((1.0f + 2.0f));
}
void from_expression_i32() {
int2 v2 = int2((1 + 2));
int3 v3 = int3((1 + 2));
int4 v4 = int4((1 + 2));
}
void from_expression_u32() {
uint2 v2 = uint2((1u + 2u));
uint3 v3 = uint3((1u + 2u));
uint4 v4 = uint4((1u + 2u));
}
bool get_bool() {
return true;
}
float get_f32() {
return 1.0f;
}
int get_i32() {
return 1;
}
uint get_u32() {
return 1u;
}
void from_call_bool() {
bool2 v2 = bool2(get_bool());
bool3 v3 = bool3(get_bool());
bool4 v4 = bool4(get_bool());
}
void from_call_f32() {
float2 v2 = float2(get_f32());
float3 v3 = float3(get_f32());
float4 v4 = float4(get_f32());
}
void from_call_i32() {
int2 v2 = int2(get_i32());
int3 v3 = int3(get_i32());
int4 v4 = int4(get_i32());
}
void from_call_u32() {
uint2 v2 = uint2(get_u32());
uint3 v3 = uint3(get_u32());
uint4 v4 = uint4(get_u32());
}
void with_swizzle() {
float a = float2(1.0f).y;
float b = float3(1.0f).z;
float c = float4(1.0f).w;
}
fragment tint_symbol_1 tint_symbol() {
tint_symbol_1 const tint_symbol_2 = {.value=float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_2;
}