wgpu/naga/tests/out/msl/interpolate.msl

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// language: metal1.0
#include <metal_stdlib>
#include <simd/simd.h>
using metal::uint;
struct FragmentInput {
metal::float4 position;
uint _flat;
uint flat_first;
uint flat_either;
float _linear;
metal::float2 linear_centroid;
char _pad6[8];
metal::float3 linear_sample;
metal::float3 linear_center;
metal::float4 perspective;
float perspective_centroid;
float perspective_sample;
float perspective_center;
};
struct vert_mainOutput {
metal::float4 position [[position]];
uint _flat [[user(loc0), flat]];
uint flat_first [[user(loc1), flat]];
uint flat_either [[user(loc2), flat]];
float _linear [[user(loc3), center_no_perspective]];
metal::float2 linear_centroid [[user(loc4), centroid_no_perspective]];
metal::float3 linear_sample [[user(loc6), sample_no_perspective]];
metal::float3 linear_center [[user(loc7), center_no_perspective]];
metal::float4 perspective [[user(loc8), center_perspective]];
float perspective_centroid [[user(loc9), centroid_perspective]];
float perspective_sample [[user(loc10), sample_perspective]];
float perspective_center [[user(loc11), center_perspective]];
};
vertex vert_mainOutput vert_main(
) {
FragmentInput out = {};
out.position = metal::float4(2.0, 4.0, 5.0, 6.0);
out._flat = 8u;
out.flat_first = 9u;
out.flat_either = 10u;
out._linear = 27.0;
out.linear_centroid = metal::float2(64.0, 125.0);
out.linear_sample = metal::float3(216.0, 343.0, 512.0);
out.linear_center = metal::float3(255.0, 511.0, 1024.0);
out.perspective = metal::float4(729.0, 1000.0, 1331.0, 1728.0);
out.perspective_centroid = 2197.0;
out.perspective_sample = 2744.0;
out.perspective_center = 2812.0;
FragmentInput _e41 = out;
const auto _tmp = _e41;
return vert_mainOutput { _tmp.position, _tmp._flat, _tmp.flat_first, _tmp.flat_either, _tmp._linear, _tmp.linear_centroid, _tmp.linear_sample, _tmp.linear_center, _tmp.perspective, _tmp.perspective_centroid, _tmp.perspective_sample, _tmp.perspective_center };
}
struct frag_mainInput {
uint _flat [[user(loc0), flat]];
uint flat_first [[user(loc1), flat]];
uint flat_either [[user(loc2), flat]];
float _linear [[user(loc3), center_no_perspective]];
metal::float2 linear_centroid [[user(loc4), centroid_no_perspective]];
metal::float3 linear_sample [[user(loc6), sample_no_perspective]];
metal::float3 linear_center [[user(loc7), center_no_perspective]];
metal::float4 perspective [[user(loc8), center_perspective]];
float perspective_centroid [[user(loc9), centroid_perspective]];
float perspective_sample [[user(loc10), sample_perspective]];
float perspective_center [[user(loc11), center_perspective]];
};
fragment void frag_main(
frag_mainInput varyings_1 [[stage_in]]
, metal::float4 position [[position]]
) {
const FragmentInput val = { position, varyings_1._flat, varyings_1.flat_first, varyings_1.flat_either, varyings_1._linear, varyings_1.linear_centroid, {}, varyings_1.linear_sample, varyings_1.linear_center, varyings_1.perspective, varyings_1.perspective_centroid, varyings_1.perspective_sample, varyings_1.perspective_center };
return;
}