diff --git a/src/back/msl/writer.rs b/src/back/msl/writer.rs index 7cad22b9a8..fc2fc4942b 100644 --- a/src/back/msl/writer.rs +++ b/src/back/msl/writer.rs @@ -16,7 +16,7 @@ use std::{ const NAMESPACE: &str = "metal"; const INDENT: &str = " "; -const BAKE_PREFIX: &str = "_expr"; +const BAKE_PREFIX: &str = "_e"; #[derive(Clone)] struct Level(usize); diff --git a/tests/out/collatz.msl.snap b/tests/out/collatz.msl.snap index f86b138a7c..efded439ec 100644 --- a/tests/out/collatz.msl.snap +++ b/tests/out/collatz.msl.snap @@ -36,8 +36,8 @@ kernel void main1( metal::uint3 global_id [[thread_position_in_grid]] , device PrimeIndices& v_indices [[user(fake0)]] ) { - metal::uint _expr9 = collatz_iterations(v_indices.data[global_id.x]); - v_indices.data[global_id.x] = _expr9; + metal::uint _e9 = collatz_iterations(v_indices.data[global_id.x]); + v_indices.data[global_id.x] = _e9; return; } diff --git a/tests/out/image-copy.msl.snap b/tests/out/image-copy.msl.snap index da5c6b1550..893768a9bc 100644 --- a/tests/out/image-copy.msl.snap +++ b/tests/out/image-copy.msl.snap @@ -13,9 +13,9 @@ kernel void main1( , metal::texture2d image_src [[user(fake0)]] , metal::texture1d image_dst [[user(fake0)]] ) { - metal::int2 _expr12 = (int2(image_src.get_width(), image_src.get_height()) * static_cast(metal::uint2(local_id.x, local_id.y))) % metal::int2(10, 20); - metal::uint4 _expr13 = image_src.read(metal::uint2(_expr12)); - image_dst.write(_expr13, metal::uint(_expr12.x)); + metal::int2 _e12 = (int2(image_src.get_width(), image_src.get_height()) * static_cast(metal::uint2(local_id.x, local_id.y))) % metal::int2(10, 20); + metal::uint4 _e13 = image_src.read(metal::uint2(_e12)); + image_dst.write(_e13, metal::uint(_e12.x)); return; } diff --git a/tests/out/quad-vert.msl.snap b/tests/out/quad-vert.msl.snap index 245ffea218..bc5e83c4a2 100644 --- a/tests/out/quad-vert.msl.snap +++ b/tests/out/quad-vert.msl.snap @@ -26,8 +26,8 @@ void main1( thread metal::float2 const& a_pos ) { v_uv = a_uv; - metal::float2 _expr13 = a_pos; - _.gl_Position = metal::float4(_expr13.x, _expr13.y, 0.0, 1.0); + metal::float2 _e13 = a_pos; + _.gl_Position = metal::float4(_e13.x, _e13.y, 0.0, 1.0); return; } diff --git a/tests/out/quad.msl.snap b/tests/out/quad.msl.snap index b45e13d338..fb4f8421a1 100644 --- a/tests/out/quad.msl.snap +++ b/tests/out/quad.msl.snap @@ -44,10 +44,10 @@ fragment main2Output main2( , metal::sampler u_sampler [[user(fake0)]] ) { const auto uv2 = varyings1.uv2; - metal::float4 _expr4 = u_texture.sample(u_sampler, uv2); - if (_expr4.w == 0.0) { + metal::float4 _e4 = u_texture.sample(u_sampler, uv2); + if (_e4.w == 0.0) { metal::discard_fragment(); } - return main2Output { _expr4.w * _expr4 }; + return main2Output { _e4.w * _e4 }; } diff --git a/tests/out/shadow.msl.snap b/tests/out/shadow.msl.snap index 9ac8176a13..9d4e2b3af6 100644 --- a/tests/out/shadow.msl.snap +++ b/tests/out/shadow.msl.snap @@ -29,9 +29,9 @@ float fetch_shadow( if (homogeneous_coords.w <= 0.0) { return 1.0; } - float _expr15 = 1.0 / homogeneous_coords.w; - float _expr28 = t_shadow.sample_compare(sampler_shadow, ((metal::float2(homogeneous_coords.x, homogeneous_coords.y) * metal::float2(0.5, -0.5)) * _expr15) + metal::float2(0.5, 0.5), static_cast(light_id), homogeneous_coords.z * _expr15); - return _expr28; + float _e15 = 1.0 / homogeneous_coords.w; + float _e28 = t_shadow.sample_compare(sampler_shadow, ((metal::float2(homogeneous_coords.x, homogeneous_coords.y) * metal::float2(0.5, -0.5)) * _e15) + metal::float2(0.5, 0.5), static_cast(light_id), homogeneous_coords.z * _e15); + return _e28; } struct fs_mainInput { @@ -61,9 +61,9 @@ fragment fs_mainOutput fs_main( if (i >= metal::min(u_globals.num_lights.x, c_max_lights)) { break; } - Light _expr21 = s_lights.data[i]; - float _expr25 = fetch_shadow(i, _expr21.proj * position, t_shadow, sampler_shadow); - color1 = color1 + ((_expr25 * metal::max(0.0, metal::dot(metal::normalize(raw_normal), metal::normalize(metal::float3(_expr21.pos.x, _expr21.pos.y, _expr21.pos.z) - metal::float3(position.x, position.y, position.z))))) * metal::float3(_expr21.color.x, _expr21.color.y, _expr21.color.z)); + Light _e21 = s_lights.data[i]; + float _e25 = fetch_shadow(i, _e21.proj * position, t_shadow, sampler_shadow); + color1 = color1 + ((_e25 * metal::max(0.0, metal::dot(metal::normalize(raw_normal), metal::normalize(metal::float3(_e21.pos.x, _e21.pos.y, _e21.pos.z) - metal::float3(position.x, position.y, position.z))))) * metal::float3(_e21.color.x, _e21.color.y, _e21.color.z)); } return fs_mainOutput { metal::float4(color1, 1.0) }; } diff --git a/tests/out/skybox.msl.snap b/tests/out/skybox.msl.snap index 67988bf82b..5be5f54599 100644 --- a/tests/out/skybox.msl.snap +++ b/tests/out/skybox.msl.snap @@ -29,10 +29,10 @@ vertex vs_mainOutput vs_main( VertexOutput out; tmp1_ = static_cast(vertex_index) / 2; tmp2_ = static_cast(vertex_index) & 1; - metal::float4 _expr24 = metal::float4((static_cast(tmp1_) * 4.0) - 1.0, (static_cast(tmp2_) * 4.0) - 1.0, 0.0, 1.0); - metal::float4 _expr50 = r_data.proj_inv * _expr24; - out.uv = metal::transpose(metal::float3x3(metal::float3(r_data.view[0].x, r_data.view[0].y, r_data.view[0].z), metal::float3(r_data.view[1].x, r_data.view[1].y, r_data.view[1].z), metal::float3(r_data.view[2].x, r_data.view[2].y, r_data.view[2].z))) * metal::float3(_expr50.x, _expr50.y, _expr50.z); - out.position = _expr24; + metal::float4 _e24 = metal::float4((static_cast(tmp1_) * 4.0) - 1.0, (static_cast(tmp2_) * 4.0) - 1.0, 0.0, 1.0); + metal::float4 _e50 = r_data.proj_inv * _e24; + out.uv = metal::transpose(metal::float3x3(metal::float3(r_data.view[0].x, r_data.view[0].y, r_data.view[0].z), metal::float3(r_data.view[1].x, r_data.view[1].y, r_data.view[1].z), metal::float3(r_data.view[2].x, r_data.view[2].y, r_data.view[2].z))) * metal::float3(_e50.x, _e50.y, _e50.z); + out.position = _e24; const auto _tmp = out; return vs_mainOutput { _tmp.position, _tmp.uv }; } @@ -58,7 +58,7 @@ fragment fs_mainOutput fs_main( metal::coord::normalized ); const VertexOutput in = { position, varyings1.uv }; - metal::float4 _expr5 = r_texture.sample(r_sampler, in.uv); - return fs_mainOutput { _expr5 }; + metal::float4 _e5 = r_texture.sample(r_sampler, in.uv); + return fs_mainOutput { _e5 }; }