blob: cfd34ab551f903fd6db9cecfde6d21ef2b446b1d [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 colorGreen;
half4 colorRed;
half unknownInput;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
bool inside_while_loop_b(Uniforms _uniforms) {
while (_uniforms.unknownInput == 123.0h) {
return false;
}
return true;
}
bool inside_infinite_do_loop_b() {
do {
return true;
} while (true);
}
bool inside_infinite_while_loop_b() {
while (true) {
return true;
}
}
bool after_do_loop_b() {
do {
break;
} while (true);
return true;
}
bool after_while_loop_b() {
while (true) {
break;
}
return true;
}
bool switch_with_all_returns_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
return true;
case 2:
return false;
default:
return false;
}
}
bool switch_fallthrough_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
return true;
case 2:
default:
return false;
}
}
bool switch_fallthrough_twice_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
case 2:
default:
return true;
}
}
bool switch_with_break_in_loop_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
for (int x = 0;x <= 10; ++x) {
break;
}
default:
return true;
}
}
bool switch_with_continue_in_loop_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
for (int x = 0;x <= 10; ++x) {
continue;
}
default:
return true;
}
}
bool switch_with_if_that_returns_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
if (_uniforms.unknownInput == 123.0h) return false; else return true;
default:
return true;
}
}
bool switch_with_one_sided_if_then_fallthrough_b(Uniforms _uniforms) {
switch (int(_uniforms.unknownInput)) {
case 1:
if (_uniforms.unknownInput == 123.0h) return false;
default:
return true;
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
_out.sk_FragColor = ((((((((((inside_while_loop_b(_uniforms) && inside_infinite_do_loop_b()) && inside_infinite_while_loop_b()) && after_do_loop_b()) && after_while_loop_b()) && switch_with_all_returns_b(_uniforms)) && switch_fallthrough_b(_uniforms)) && switch_fallthrough_twice_b(_uniforms)) && switch_with_break_in_loop_b(_uniforms)) && switch_with_continue_in_loop_b(_uniforms)) && switch_with_if_that_returns_b(_uniforms)) && switch_with_one_sided_if_then_fallthrough_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}