wgpu/naga/tests/out/msl/operators.msl
Jim Blandy 0e41cfe4ca [naga] Change operators.wgsl to use values that matter.
Change `splat` to take run-time values as arguments, to prevent
constant evaluation from boiling everything away.
2023-12-12 12:48:10 +01:00

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// language: metal1.0
#include <metal_stdlib>
#include <simd/simd.h>
using metal::uint;
constant metal::float4 v_f32_one = metal::float4(1.0, 1.0, 1.0, 1.0);
constant metal::float4 v_f32_zero = metal::float4(0.0, 0.0, 0.0, 0.0);
constant metal::float4 v_f32_half = metal::float4(0.5, 0.5, 0.5, 0.5);
constant metal::int4 v_i32_one = metal::int4(1, 1, 1, 1);
metal::float4 builtins(
) {
int s1_ = true ? 1 : 0;
metal::float4 s2_ = true ? v_f32_one : v_f32_zero;
metal::float4 s3_ = metal::select(v_f32_one, v_f32_zero, metal::bool4(false, false, false, false));
metal::float4 m1_ = metal::mix(v_f32_zero, v_f32_one, v_f32_half);
metal::float4 m2_ = metal::mix(v_f32_zero, v_f32_one, 0.1);
float b1_ = as_type<float>(1);
metal::float4 b2_ = as_type<metal::float4>(v_i32_one);
metal::int4 v_i32_zero = metal::int4(0, 0, 0, 0);
return ((((static_cast<metal::float4>(metal::int4(s1_) + v_i32_zero) + s2_) + m1_) + m2_) + metal::float4(b1_)) + b2_;
}
metal::float4 splat(
float m,
int n
) {
metal::float2 a_2 = ((metal::float2(2.0) + metal::float2(m)) - metal::float2(4.0)) / metal::float2(8.0);
metal::int4 b = metal::int4(n) % metal::int4(2);
return a_2.xyxy + static_cast<metal::float4>(b);
}
metal::float2 splat_assignment(
) {
metal::float2 a = metal::float2(2.0);
metal::float2 _e4 = a;
a = _e4 + metal::float2(1.0);
metal::float2 _e8 = a;
a = _e8 - metal::float2(3.0);
metal::float2 _e12 = a;
a = _e12 / metal::float2(4.0);
metal::float2 _e15 = a;
return _e15;
}
metal::float3 bool_cast(
metal::float3 x
) {
metal::bool3 y = static_cast<metal::bool3>(x);
return static_cast<metal::float3>(y);
}
void logical(
) {
bool neg0_ = !(true);
metal::bool2 neg1_ = !(metal::bool2(true));
bool or_ = true || false;
bool and_ = true && false;
bool bitwise_or0_ = true | false;
metal::bool3 bitwise_or1_ = metal::bool3(true) | metal::bool3(false);
bool bitwise_and0_ = true & false;
metal::bool4 bitwise_and1_ = metal::bool4(true) & metal::bool4(false);
}
void arithmetic(
) {
float neg0_1 = -(1.0);
metal::int2 neg1_1 = -(metal::int2(1));
metal::float2 neg2_ = -(metal::float2(1.0));
int add0_ = 2 + 1;
uint add1_ = 2u + 1u;
float add2_ = 2.0 + 1.0;
metal::int2 add3_ = metal::int2(2) + metal::int2(1);
metal::uint3 add4_ = metal::uint3(2u) + metal::uint3(1u);
metal::float4 add5_ = metal::float4(2.0) + metal::float4(1.0);
int sub0_ = 2 - 1;
uint sub1_ = 2u - 1u;
float sub2_ = 2.0 - 1.0;
metal::int2 sub3_ = metal::int2(2) - metal::int2(1);
metal::uint3 sub4_ = metal::uint3(2u) - metal::uint3(1u);
metal::float4 sub5_ = metal::float4(2.0) - metal::float4(1.0);
int mul0_ = 2 * 1;
uint mul1_ = 2u * 1u;
float mul2_ = 2.0 * 1.0;
metal::int2 mul3_ = metal::int2(2) * metal::int2(1);
metal::uint3 mul4_ = metal::uint3(2u) * metal::uint3(1u);
metal::float4 mul5_ = metal::float4(2.0) * metal::float4(1.0);
int div0_ = 2 / 1;
uint div1_ = 2u / 1u;
float div2_ = 2.0 / 1.0;
metal::int2 div3_ = metal::int2(2) / metal::int2(1);
metal::uint3 div4_ = metal::uint3(2u) / metal::uint3(1u);
metal::float4 div5_ = metal::float4(2.0) / metal::float4(1.0);
int rem0_ = 2 % 1;
uint rem1_ = 2u % 1u;
float rem2_ = metal::fmod(2.0, 1.0);
metal::int2 rem3_ = metal::int2(2) % metal::int2(1);
metal::uint3 rem4_ = metal::uint3(2u) % metal::uint3(1u);
metal::float4 rem5_ = metal::fmod(metal::float4(2.0), metal::float4(1.0));
{
metal::int2 add0_1 = metal::int2(2) + metal::int2(1);
metal::int2 add1_1 = metal::int2(2) + metal::int2(1);
metal::uint2 add2_1 = metal::uint2(2u) + metal::uint2(1u);
metal::uint2 add3_1 = metal::uint2(2u) + metal::uint2(1u);
metal::float2 add4_1 = metal::float2(2.0) + metal::float2(1.0);
metal::float2 add5_1 = metal::float2(2.0) + metal::float2(1.0);
metal::int2 sub0_1 = metal::int2(2) - metal::int2(1);
metal::int2 sub1_1 = metal::int2(2) - metal::int2(1);
metal::uint2 sub2_1 = metal::uint2(2u) - metal::uint2(1u);
metal::uint2 sub3_1 = metal::uint2(2u) - metal::uint2(1u);
metal::float2 sub4_1 = metal::float2(2.0) - metal::float2(1.0);
metal::float2 sub5_1 = metal::float2(2.0) - metal::float2(1.0);
metal::int2 mul0_1 = metal::int2(2) * 1;
metal::int2 mul1_1 = 2 * metal::int2(1);
metal::uint2 mul2_1 = metal::uint2(2u) * 1u;
metal::uint2 mul3_1 = 2u * metal::uint2(1u);
metal::float2 mul4_1 = metal::float2(2.0) * 1.0;
metal::float2 mul5_1 = 2.0 * metal::float2(1.0);
metal::int2 div0_1 = metal::int2(2) / metal::int2(1);
metal::int2 div1_1 = metal::int2(2) / metal::int2(1);
metal::uint2 div2_1 = metal::uint2(2u) / metal::uint2(1u);
metal::uint2 div3_1 = metal::uint2(2u) / metal::uint2(1u);
metal::float2 div4_1 = metal::float2(2.0) / metal::float2(1.0);
metal::float2 div5_1 = metal::float2(2.0) / metal::float2(1.0);
metal::int2 rem0_1 = metal::int2(2) % metal::int2(1);
metal::int2 rem1_1 = metal::int2(2) % metal::int2(1);
metal::uint2 rem2_1 = metal::uint2(2u) % metal::uint2(1u);
metal::uint2 rem3_1 = metal::uint2(2u) % metal::uint2(1u);
metal::float2 rem4_1 = metal::fmod(metal::float2(2.0), metal::float2(1.0));
metal::float2 rem5_1 = metal::fmod(metal::float2(2.0), metal::float2(1.0));
}
metal::float3x3 add = metal::float3x3 {} + metal::float3x3 {};
metal::float3x3 sub = metal::float3x3 {} - metal::float3x3 {};
metal::float3x3 mul_scalar0_ = metal::float3x3 {} * 1.0;
metal::float3x3 mul_scalar1_ = 2.0 * metal::float3x3 {};
metal::float3 mul_vector0_ = metal::float4x3 {} * metal::float4(1.0);
metal::float4 mul_vector1_ = metal::float3(2.0) * metal::float4x3 {};
metal::float3x3 mul = metal::float4x3 {} * metal::float3x4 {};
}
void bit(
) {
int flip0_ = ~(1);
uint flip1_ = ~(1u);
metal::int2 flip2_ = ~(metal::int2(1));
metal::uint3 flip3_ = ~(metal::uint3(1u));
int or0_ = 2 | 1;
uint or1_ = 2u | 1u;
metal::int2 or2_ = metal::int2(2) | metal::int2(1);
metal::uint3 or3_ = metal::uint3(2u) | metal::uint3(1u);
int and0_ = 2 & 1;
uint and1_ = 2u & 1u;
metal::int2 and2_ = metal::int2(2) & metal::int2(1);
metal::uint3 and3_ = metal::uint3(2u) & metal::uint3(1u);
int xor0_ = 2 ^ 1;
uint xor1_ = 2u ^ 1u;
metal::int2 xor2_ = metal::int2(2) ^ metal::int2(1);
metal::uint3 xor3_ = metal::uint3(2u) ^ metal::uint3(1u);
int shl0_ = 2 << 1u;
uint shl1_ = 2u << 1u;
metal::int2 shl2_ = metal::int2(2) << metal::uint2(1u);
metal::uint3 shl3_ = metal::uint3(2u) << metal::uint3(1u);
int shr0_ = 2 >> 1u;
uint shr1_ = 2u >> 1u;
metal::int2 shr2_ = metal::int2(2) >> metal::uint2(1u);
metal::uint3 shr3_ = metal::uint3(2u) >> metal::uint3(1u);
}
void comparison(
) {
bool eq0_ = 2 == 1;
bool eq1_ = 2u == 1u;
bool eq2_ = 2.0 == 1.0;
metal::bool2 eq3_ = metal::int2(2) == metal::int2(1);
metal::bool3 eq4_ = metal::uint3(2u) == metal::uint3(1u);
metal::bool4 eq5_ = metal::float4(2.0) == metal::float4(1.0);
bool neq0_ = 2 != 1;
bool neq1_ = 2u != 1u;
bool neq2_ = 2.0 != 1.0;
metal::bool2 neq3_ = metal::int2(2) != metal::int2(1);
metal::bool3 neq4_ = metal::uint3(2u) != metal::uint3(1u);
metal::bool4 neq5_ = metal::float4(2.0) != metal::float4(1.0);
bool lt0_ = 2 < 1;
bool lt1_ = 2u < 1u;
bool lt2_ = 2.0 < 1.0;
metal::bool2 lt3_ = metal::int2(2) < metal::int2(1);
metal::bool3 lt4_ = metal::uint3(2u) < metal::uint3(1u);
metal::bool4 lt5_ = metal::float4(2.0) < metal::float4(1.0);
bool lte0_ = 2 <= 1;
bool lte1_ = 2u <= 1u;
bool lte2_ = 2.0 <= 1.0;
metal::bool2 lte3_ = metal::int2(2) <= metal::int2(1);
metal::bool3 lte4_ = metal::uint3(2u) <= metal::uint3(1u);
metal::bool4 lte5_ = metal::float4(2.0) <= metal::float4(1.0);
bool gt0_ = 2 > 1;
bool gt1_ = 2u > 1u;
bool gt2_ = 2.0 > 1.0;
metal::bool2 gt3_ = metal::int2(2) > metal::int2(1);
metal::bool3 gt4_ = metal::uint3(2u) > metal::uint3(1u);
metal::bool4 gt5_ = metal::float4(2.0) > metal::float4(1.0);
bool gte0_ = 2 >= 1;
bool gte1_ = 2u >= 1u;
bool gte2_ = 2.0 >= 1.0;
metal::bool2 gte3_ = metal::int2(2) >= metal::int2(1);
metal::bool3 gte4_ = metal::uint3(2u) >= metal::uint3(1u);
metal::bool4 gte5_ = metal::float4(2.0) >= metal::float4(1.0);
}
void assignment(
) {
int a_1 = {};
metal::int3 vec0_ = metal::int3 {};
a_1 = 1;
int _e5 = a_1;
a_1 = _e5 + 1;
int _e7 = a_1;
a_1 = _e7 - 1;
int _e9 = a_1;
int _e10 = a_1;
a_1 = _e10 * _e9;
int _e12 = a_1;
int _e13 = a_1;
a_1 = _e13 / _e12;
int _e15 = a_1;
a_1 = _e15 % 1;
int _e17 = a_1;
a_1 = _e17 & 0;
int _e19 = a_1;
a_1 = _e19 | 0;
int _e21 = a_1;
a_1 = _e21 ^ 0;
int _e23 = a_1;
a_1 = _e23 << 2u;
int _e25 = a_1;
a_1 = _e25 >> 1u;
int _e28 = a_1;
a_1 = _e28 + 1;
int _e31 = a_1;
a_1 = _e31 - 1;
int _e37 = vec0_[1];
vec0_[1] = _e37 + 1;
int _e41 = vec0_[1];
vec0_[1] = _e41 - 1;
return;
}
void negation_avoids_prefix_decrement(
) {
int p0_ = -(1);
int p1_ = -(-(1));
int p2_ = -(-(1));
int p3_ = -(-(1));
int p4_ = -(-(-(1)));
int p5_ = -(-(-(-(1))));
int p6_ = -(-(-(-(-(1)))));
int p7_ = -(-(-(-(-(1)))));
}
struct main_Input {
};
kernel void main_(
metal::uint3 id [[threadgroup_position_in_grid]]
) {
metal::float4 _e1 = builtins();
metal::float4 _e6 = splat(static_cast<float>(id.x), static_cast<int>(id.y));
metal::float3 _e11 = bool_cast(metal::float3(1.0, 1.0, 1.0));
logical();
arithmetic();
bit();
comparison();
assignment();
return;
}