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And replace the MSL writer's logic to do this with the transform. We need to do the same thing in HLSL, and in the future GLSL too. Partially reverts fbfde720 Change-Id: Ie280e011bc3ded8e15ccacc0aeb12da3c2407389 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/54242 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com>
28 lines
702 B
Plaintext
28 lines
702 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct MyStruct {
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float f1;
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};
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struct tint_array_wrapper {
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float arr[10];
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};
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struct tint_symbol_1 {
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float4 value [[color(0)]];
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};
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constant int v1 = 1;
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constant uint v2 = 1u;
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constant float v3 = 1.0f;
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constant int3 v4 = int3(1, 1, 1);
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constant uint3 v5 = uint3(1u, 1u, 1u);
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constant float3 v6 = float3(1.0f, 1.0f, 1.0f);
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constant float3x3 v7 = float3x3(float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f));
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constant MyStruct v8 = {};
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constant tint_array_wrapper v9 = {.arr={}};
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fragment tint_symbol_1 tint_symbol() {
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tint_symbol_1 const tint_symbol_2 = {.value=float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_2;
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}
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