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83 lines
2.2 KiB
83 lines
2.2 KiB
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct S {
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float x;
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int y;
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};
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struct Nested {
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S a;
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S b;
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};
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struct Uniforms {
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float4 colorRed;
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float4 colorGreen;
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};
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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void modifies_a_struct_vS(thread S& s);
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void _skOutParamHelper0_modifies_a_struct_vS(thread S& s) {
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S _var0 = s;
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modifies_a_struct_vS(_var0);
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s = _var0;
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}
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void modifies_a_struct_vS(thread S& s);
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void _skOutParamHelper1_modifies_a_struct_vS(thread Nested& n3) {
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S _var0 = n3.b;
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modifies_a_struct_vS(_var0);
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n3.b = _var0;
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}
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thread bool operator==(thread const S& left, thread const S& right) {
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return (left.x == right.x) &&
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(left.y == right.y);
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}
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thread bool operator!=(thread const S& left, thread const S& right) {
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return !(left == right);
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}
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thread bool operator==(thread const Nested& left, thread const Nested& right) {
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return (left.a == right.a) &&
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(left.b == right.b);
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}
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thread bool operator!=(thread const Nested& left, thread const Nested& right) {
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return !(left == right);
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}
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S returns_a_struct_S() {
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S s;
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s.x = 1.0;
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s.y = 2;
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return s;
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}
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S constructs_a_struct_S() {
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return S{2.0, 3};
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}
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float accepts_a_struct_fS(S s) {
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return s.x + float(s.y);
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}
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void modifies_a_struct_vS(thread S& s) {
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s.x++;
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s.y++;
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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S s = returns_a_struct_S();
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float x = accepts_a_struct_fS(s);
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_skOutParamHelper0_modifies_a_struct_vS(s);
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S expected = constructs_a_struct_S();
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Nested n1;
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Nested n2;
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Nested n3;
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n1.a = returns_a_struct_S();
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n1.b = n1.a;
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n2 = n1;
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n3 = n2;
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_skOutParamHelper1_modifies_a_struct_vS(n3);
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bool valid = (((((((x == 3.0 && s.x == 2.0) && s.y == 3) && s == expected) && s == S{2.0, 3}) && s != returns_a_struct_S()) && n1 == n2) && n1 != n3) && n3 == Nested{S{1.0, 2}, S{2.0, 3}};
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_out.sk_FragColor = valid ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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