Add tests showing we don't emit interpolation qualifiers in vertex shaders.
In MSL, these only have an effect on fragment `[[stage_in]]` members. They have no effect in vertex shaders. The Khronos front end doesn't even emit the SPIR-V decorations for them.
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float2 v0 [[user(locn0)]];
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float2 v1 [[user(locn1)]];
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float3 v2 [[user(locn2)]];
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float4 v3 [[user(locn3)]];
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float v4 [[user(locn4)]];
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float v5 [[user(locn5)]];
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float v6 [[user(locn6)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.v0 = in.Position.xy;
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out.v1 = in.Position.zw;
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out.v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
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out.v3 = in.Position.xxyy;
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out.v4 = in.Position.w;
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out.v5 = in.Position.y;
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out.v6 = in.Position.x * in.Position.w;
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out.gl_Position = in.Position;
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return out;
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}
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float2 v0 [[user(locn0)]];
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float2 v1 [[user(locn1)]];
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float3 v2 [[user(locn2)]];
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float4 v3 [[user(locn3)]];
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float v4 [[user(locn4)]];
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float v5 [[user(locn5)]];
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float v6 [[user(locn6)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.v0 = in.Position.xy;
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out.v1 = in.Position.zw;
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out.v2 = float3(in.Position.x, in.Position.z * in.Position.y, in.Position.x);
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out.v3 = in.Position.xxyy;
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out.v4 = in.Position.w;
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out.v5 = in.Position.y;
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out.v6 = in.Position.x * in.Position.w;
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out.gl_Position = in.Position;
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return out;
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}
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@ -0,0 +1,22 @@
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#version 450
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layout(location=0) in vec4 Position;
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layout(location=0) out vec2 v0;
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layout(location=1) out noperspective vec2 v1;
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layout(location=2) out centroid vec3 v2;
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layout(location=3) out centroid noperspective vec4 v3;
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layout(location=4) out sample float v4;
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layout(location=5) out sample noperspective float v5;
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layout(location=6) out flat float v6;
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void main() {
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v0 = Position.xy;
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v1 = Position.zw;
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v2 = vec3(Position.x, Position.z * Position.y, Position.x);
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v3 = Position.xxyy;
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v4 = Position.w;
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v5 = Position.y;
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v6 = Position.x * Position.w;
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gl_Position = Position;
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}
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