dawn-cmake/test/shader_io/vertex_input_locations_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 VertexInputs {
int loc0;
uint loc1;
float loc2;
float4 loc3;
};
struct tint_symbol_2 {
int loc0 [[attribute(0)]];
uint loc1 [[attribute(1)]];
float loc2 [[attribute(2)]];
float4 loc3 [[attribute(3)]];
};
struct tint_symbol_3 {
float4 value [[position]];
};
vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
VertexInputs const inputs = {tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3};
int const i = inputs.loc0;
uint const u = inputs.loc1;
float const f = inputs.loc2;
float4 const v = inputs.loc3;
tint_symbol_3 const tint_symbol_4 = {float4()};
return tint_symbol_4;
}