dawn-cmake/test/shader_io/fragment_input_builtins_struct.wgsl.expected.msl
James Price bb0496e52a test: Add E2E test coverage for shader IO
This provides much more complete coverage than what we have in the
unit tests. We now test:
- All builtins, for all stages, both struct and non-struct
- Multiple location attributes for vertex and fragment stages, both
  struct and non-struct
- Mixing builtins and location attributes, whilst mixing struct and
  non-struct
- A few "interesting" cases of IO structs being shared between
  different functions, stages, and with an SSBO variable

There are 7 skipped tests for MSL due to two different MSL bugs which
will be fixed in upcoming patches.

Change-Id: I8b802591762c8ff018e01bf37838551e353162b1
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53120
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Auto-Submit: James Price <jrprice@google.com>
2021-06-03 09:38:34 +00:00

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#include <metal_stdlib>
using namespace metal;
struct FragmentInputs {
float4 position;
bool front_facing;
uint sample_index;
uint sample_mask;
};
struct tint_symbol_2 {
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]]) {
FragmentInputs const inputs = {tint_symbol_1.position, tint_symbol_1.front_facing, tint_symbol_1.sample_index, tint_symbol_1.sample_mask};
if (inputs.front_facing) {
float4 const foo = inputs.position;
uint const bar = (inputs.sample_index + inputs.sample_mask);
}
return;
}