| #include <metal_stdlib> |
| using namespace metal; |
| struct MyStruct { |
| float f1; |
| }; |
| template<typename T, size_t N> |
| struct tint_array { |
| const constant T& operator[](size_t i) const constant { return elements[i]; } |
| device T& operator[](size_t i) device { return elements[i]; } |
| const device T& operator[](size_t i) const device { return elements[i]; } |
| thread T& operator[](size_t i) thread { return elements[i]; } |
| const thread T& operator[](size_t i) const thread { return elements[i]; } |
| threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } |
| const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } |
| T elements[N]; |
| }; |
| |
| |
| int ret_i32() { |
| return 1; |
| } |
| uint ret_u32() { |
| return 1u; |
| } |
| float ret_f32() { |
| return 1.0f; |
| } |
| MyStruct ret_MyStruct() { |
| return MyStruct{}; |
| } |
| tint_array<float, 10> ret_MyArray() { |
| return tint_array<float, 10>{}; |
| } |
| void var_decls() { |
| int v1 = 1; |
| uint v2 = 1u; |
| float v3 = 1.0f; |
| int3 v4 = int3(1); |
| uint3 v5 = uint3(1u); |
| float3 v6 = float3(1.0f); |
| float3x3 v7 = float3x3(v6, v6, v6); |
| MyStruct v8 = MyStruct{.f1=1.0f}; |
| tint_array<float, 10> v9 = tint_array<float, 10>{}; |
| int v10 = ret_i32(); |
| uint v11 = ret_u32(); |
| float v12 = ret_f32(); |
| MyStruct v13 = ret_MyStruct(); |
| MyStruct v14 = ret_MyStruct(); |
| tint_array<float, 10> v15 = ret_MyArray(); |
| } |
| fragment float4 tint_symbol() { |
| return float4(0.0f); |
| } |