blob: eb6db1b5f07ddfaec943d8af2ddb033278613b3a [file] [log] [blame]
#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 return_in_one_case_bi(int x) {
int val = 0;
switch (x) {
case 1:
++val;
return false;
default:
++val;
}
return val == 1;
}
bool return_in_default_bi(int x) {
switch (x) {
default:
return true;
}
}
bool return_in_every_case_bi(int x) {
switch (x) {
case 1:
return false;
default:
return true;
}
}
bool return_in_every_case_no_default_bi(int x) {
int val = 0;
switch (x) {
case 1:
return false;
case 2:
return true;
}
++val;
return val == 1;
}
bool case_has_break_before_return_bi(int x) {
int val = 0;
switch (x) {
case 1:
break;
case 2:
return true;
default:
return true;
}
++val;
return val == 1;
}
bool case_has_break_after_return_bi(int x) {
switch (x) {
case 1:
return false;
case 2:
return true;
default:
return true;
}
}
bool no_return_in_default_bi(int x) {
int val = 0;
switch (x) {
case 1:
return false;
case 2:
return true;
default:
break;
}
++val;
return val == 1;
}
bool empty_default_bi(int x) {
int val = 0;
switch (x) {
case 1:
return false;
case 2:
return true;
default:
}
++val;
return val == 1;
}
bool return_with_fallthrough_bi(int x) {
switch (x) {
case 1:
case 2:
return true;
default:
return false;
}
}
bool fallthrough_ends_in_break_bi(int x) {
int val = 0;
switch (x) {
case 1:
case 2:
break;
default:
return false;
}
++val;
return val == 1;
}
bool fallthrough_to_default_with_break_bi(int x) {
int val = 0;
switch (x) {
case 1:
case 2:
default:
break;
}
++val;
return val == 1;
}
bool fallthrough_to_default_with_return_bi(int x) {
switch (x) {
case 1:
case 2:
default:
return true;
}
}
bool fallthrough_with_loop_break_bi(int x) {
int val = 0;
switch (x) {
case 1:
for (int i = 0;i < 5; ++i) {
++val;
break;
}
case 2:
default:
return true;
}
}
bool fallthrough_with_loop_continue_bi(int x) {
int val = 0;
switch (x) {
case 1:
for (int i = 0;i < 5; ++i) {
++val;
continue;
}
case 2:
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;
int x = int(_uniforms.colorGreen.y);
_out.sk_FragColor = ((((((((((((return_in_one_case_bi(x) && return_in_default_bi(x)) && return_in_every_case_bi(x)) && return_in_every_case_no_default_bi(x)) && case_has_break_before_return_bi(x)) && case_has_break_after_return_bi(x)) && no_return_in_default_bi(x)) && empty_default_bi(x)) && return_with_fallthrough_bi(x)) && fallthrough_ends_in_break_bi(x)) && fallthrough_to_default_with_break_bi(x)) && fallthrough_to_default_with_return_bi(x)) && fallthrough_with_loop_break_bi(x)) && fallthrough_with_loop_continue_bi(x) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}