| #include <metal_stdlib> |
| |
| using namespace metal; |
| void transpose_32dd64() { |
| float4x3 res = float4x3(float3(1.0f), float3(1.0f), float3(1.0f), float3(1.0f)); |
| } |
| |
| fragment void fragment_main() { |
| transpose_32dd64(); |
| return; |
| } |
| |
| kernel void compute_main() { |
| transpose_32dd64(); |
| return; |
| } |
| |
| struct VertexOutput { |
| float4 pos; |
| }; |
| |
| struct tint_symbol { |
| float4 pos [[position]]; |
| }; |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| transpose_32dd64(); |
| return out; |
| } |
| |
| vertex tint_symbol vertex_main() { |
| VertexOutput const inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.pos = inner_result.pos; |
| return wrapper_result; |
| } |
| |