2021-06-03 11:26:17 +00:00
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// Copyright 2021 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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////////////////////////////////////////////////////////////////////////////////
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// File generated by tools/intrinsic-gen
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// using the template:
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// test/intrinsics/intrinsics.wgsl.tmpl
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// and the intrinsic defintion file:
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// src/intrinsics.def
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//
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// Do not modify this file directly
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////////////////////////////////////////////////////////////////////////////////
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[[group(1), binding(0)]] var arg_0: texture_storage_3d<r32uint, read>;
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2021-06-17 20:04:45 +00:00
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// fn textureLoad(texture: texture_storage_3d<r32uint, read>, coords: vec3<i32>) -> vec4<u32>
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2021-06-03 11:26:17 +00:00
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fn textureLoad_bfd154() {
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var res: vec4<u32> = textureLoad(arg_0, vec3<i32>());
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}
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[[stage(vertex)]]
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2021-06-04 17:31:48 +00:00
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fn vertex_main() -> [[builtin(position)]] vec4<f32> {
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2021-06-03 11:26:17 +00:00
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textureLoad_bfd154();
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2021-06-04 17:31:48 +00:00
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return vec4<f32>();
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2021-06-03 11:26:17 +00:00
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}
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[[stage(fragment)]]
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fn fragment_main() {
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textureLoad_bfd154();
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}
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[[stage(compute)]]
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fn compute_main() {
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textureLoad_bfd154();
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}
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