dawn-cmake/test/samples/cube.wgsl.expected.msl
James Price 42220ba1b2 writer/msl: Hoist array and struct initializers
Pull the HLSL transformation out to a standalone transform that can be
used by both HLSL and MSL.

The new E2E tests do not yet pass for MSL because they produce array
assignments, which will be addressed in the next patch.

Fixed: tint:826
Change-Id: Idc27c81ad45e3d4ab96d82663927d2fc1384618e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/52842
Auto-Submit: James Price <jrprice@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-06-01 12:08:20 +00:00

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#include <metal_stdlib>
using namespace metal;
struct Uniforms {
/* 0x0000 */ float4x4 modelViewProjectionMatrix;
};
struct VertexInput {
float4 cur_position;
float4 color;
};
struct VertexOutput {
float4 vtxFragColor;
float4 Position;
};
struct tint_symbol_1 {
float4 cur_position [[attribute(0)]];
float4 color [[attribute(1)]];
};
struct tint_symbol_2 {
float4 vtxFragColor [[user(locn0)]];
float4 Position [[position]];
};
struct tint_symbol_4 {
float4 fragColor [[user(locn0)]];
};
struct tint_symbol_5 {
float4 value [[color(0)]];
};
vertex tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol [[stage_in]], constant Uniforms& uniforms [[buffer(0)]]) {
VertexInput const input = {tint_symbol.cur_position, tint_symbol.color};
VertexOutput output = {};
output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
output.vtxFragColor = input.color;
tint_symbol_2 const tint_symbol_6 = {output.vtxFragColor, output.Position};
return tint_symbol_6;
}
fragment tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3 [[stage_in]]) {
float4 const fragColor = tint_symbol_3.fragColor;
tint_symbol_5 const tint_symbol_7 = {fragColor};
return tint_symbol_7;
}