dawn-cmake/test/tint/builtins/textureLoad/depth_ms.spvasm.expected.msl

69 lines
2.0 KiB
Plaintext
Raw Permalink Normal View History

#include <metal_stdlib>
using namespace metal;
struct tint_private_vars_struct {
float4 tint_symbol_1;
};
void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_5) {
float res = 0.0f;
float4 const x_17 = float4(tint_symbol_5.read(uint2(int2(0)), 1), 0.0f, 0.0f, 0.0f);
res = x_17[0];
return;
}
void tint_symbol_2(float4 tint_symbol, thread tint_private_vars_struct* const tint_private_vars) {
(*(tint_private_vars)).tint_symbol_1 = tint_symbol;
return;
}
void vertex_main_1(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms<float, access::read> tint_symbol_6) {
textureLoad_6273b1(tint_symbol_6);
tint_symbol_2(float4(0.0f), tint_private_vars);
return;
}
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 [[position]];
};
vertex_main_out vertex_main_inner(thread tint_private_vars_struct* const tint_private_vars, depth2d_ms<float, access::read> tint_symbol_7) {
vertex_main_1(tint_private_vars, tint_symbol_7);
vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=(*(tint_private_vars)).tint_symbol_1};
return tint_symbol_4;
}
vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_8 [[texture(0)]]) {
thread tint_private_vars_struct tint_private_vars = {};
tint_private_vars.tint_symbol_1 = float4(0.0f);
vertex_main_out const inner_result = vertex_main_inner(&(tint_private_vars), tint_symbol_8);
tint_symbol_3 wrapper_result = {};
wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
return wrapper_result;
}
void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_9) {
textureLoad_6273b1(tint_symbol_9);
return;
}
fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_10 [[texture(0)]]) {
fragment_main_1(tint_symbol_10);
return;
}
void compute_main_1(depth2d_ms<float, access::read> tint_symbol_11) {
textureLoad_6273b1(tint_symbol_11);
return;
}
kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_12 [[texture(0)]]) {
compute_main_1(tint_symbol_12);
return;
}