| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| half4 colorGreen; |
| half4 colorRed; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| bool test_return_b() { |
| do { |
| return true; |
| } while (false); |
| } |
| bool test_break_b() { |
| do { |
| break; |
| } while (false); |
| return true; |
| } |
| bool test_continue_b() { |
| do { |
| continue; |
| } while (false); |
| return true; |
| } |
| bool test_if_return_b(Uniforms _uniforms) { |
| do { |
| if (_uniforms.colorGreen.y > 0.0h) { |
| return true; |
| } else { |
| break; |
| } |
| continue; |
| } while (false); |
| return false; |
| } |
| bool test_if_break_b(Uniforms _uniforms) { |
| do { |
| if (_uniforms.colorGreen.y > 0.0h) { |
| break; |
| } else { |
| continue; |
| } |
| } while (false); |
| return true; |
| } |
| bool test_else_b(Uniforms _uniforms) { |
| do { |
| if (_uniforms.colorGreen.y == 0.0h) { |
| return false; |
| } else { |
| return true; |
| } |
| } while (false); |
| } |
| bool test_loop_return_b() { |
| return true; |
| } |
| bool test_loop_break_b() { |
| for (int x = 0;x <= 1; ++x) { |
| break; |
| } |
| 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 = ((((((test_return_b() && test_break_b()) && test_continue_b()) && test_if_return_b(_uniforms)) && test_if_break_b(_uniforms)) && test_else_b(_uniforms)) && test_loop_return_b()) && test_loop_break_b() ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |