dawn-cmake/test/shader_io/fragment_input_locations.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 tint_symbol_2 {
int loc0 [[user(locn0)]];
uint loc1 [[user(locn1)]];
float loc2 [[user(locn2)]];
float4 loc3 [[user(locn3)]];
};
fragment void tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
int const loc0 = tint_symbol_1.loc0;
uint const loc1 = tint_symbol_1.loc1;
float const loc2 = tint_symbol_1.loc2;
float4 const loc3 = tint_symbol_1.loc3;
int const i = loc0;
uint const u = loc1;
float const f = loc2;
float4 const v = loc3;
return;
}