#include #include #ifdef __clang__ #pragma clang diagnostic ignored "-Wall" #endif 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; }