| #include <metal_stdlib> |
| |
| using namespace metal; |
| struct tint_symbol_1 { |
| float4 value [[color(0)]]; |
| }; |
| |
| void bitwise_i32() { |
| int s1 = 0; |
| int s2 = 0; |
| int3 v1 = 0; |
| int3 v2 = 0; |
| s1 = (s1 | s2); |
| s1 = (s1 & s2); |
| s1 = (s1 ^ s2); |
| v1 = (v1 | v2); |
| v1 = (v1 & v2); |
| v1 = (v1 ^ v2); |
| } |
| |
| void bitwise_u32() { |
| uint s1 = 0u; |
| uint s2 = 0u; |
| uint3 v1 = 0u; |
| uint3 v2 = 0u; |
| s1 = (s1 | s2); |
| s1 = (s1 & s2); |
| s1 = (s1 ^ s2); |
| v1 = (v1 | v2); |
| v1 = (v1 & v2); |
| v1 = (v1 ^ v2); |
| } |
| |
| void vector_scalar_f32() { |
| float3 v = 0.0f; |
| float s = 0.0f; |
| float3 r = 0.0f; |
| r = (v + s); |
| r = (v - s); |
| r = (v * s); |
| r = (v / s); |
| } |
| |
| void vector_scalar_i32() { |
| int3 v = 0; |
| int s = 0; |
| int3 r = 0; |
| r = (v + s); |
| r = (v - s); |
| r = (v * s); |
| r = (v / s); |
| r = (v % s); |
| } |
| |
| void vector_scalar_u32() { |
| uint3 v = 0u; |
| uint s = 0u; |
| uint3 r = 0u; |
| r = (v + s); |
| r = (v - s); |
| r = (v * s); |
| r = (v / s); |
| r = (v % s); |
| } |
| |
| void scalar_vector_f32() { |
| float3 v = 0.0f; |
| float s = 0.0f; |
| float3 r = 0.0f; |
| r = (s + v); |
| r = (s - v); |
| r = (s * v); |
| r = (s / v); |
| } |
| |
| void scalar_vector_i32() { |
| int3 v = 0; |
| int s = 0; |
| int3 r = 0; |
| r = (s + v); |
| r = (s - v); |
| r = (s * v); |
| r = (s / v); |
| r = (s % v); |
| } |
| |
| void scalar_vector_u32() { |
| uint3 v = 0u; |
| uint s = 0u; |
| uint3 r = 0u; |
| r = (s + v); |
| r = (s - v); |
| r = (s * v); |
| r = (s / v); |
| r = (s % v); |
| } |
| |
| void matrix_matrix_f32() { |
| float3x4 m34 = float3x4(0.0f); |
| float4x3 m43 = float4x3(0.0f); |
| float3x3 m33 = float3x3(0.0f); |
| float4x4 m44 = float4x4(0.0f); |
| m34 = (m34 + m34); |
| m34 = (m34 - m34); |
| m33 = (m43 * m34); |
| m44 = (m34 * m43); |
| } |
| |
| fragment tint_symbol_1 tint_symbol() { |
| tint_symbol_1 const tint_symbol_2 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; |
| return tint_symbol_2; |
| } |
| |