dawn-cmake/test/intrinsics/textureLoad/depth_ms.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 [[position]];
};
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()), 1), 0.0f, 0.0f, 0.0f);
res = x_17[0];
return;
}
void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) {
*(tint_symbol_6) = tint_symbol;
return;
}
void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) {
textureLoad_6273b1(tint_symbol_7);
tint_symbol_2(float4(), tint_symbol_8);
return;
}
vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) {
vertex_main_1(tint_symbol_9, tint_symbol_10);
vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)};
return tint_symbol_4;
}
vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) {
thread float4 tint_symbol_12 = float4();
vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12));
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_13) {
textureLoad_6273b1(tint_symbol_13);
return;
}
fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) {
fragment_main_1(tint_symbol_14);
return;
}
void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) {
textureLoad_6273b1(tint_symbol_15);
return;
}
kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) {
compute_main_1(tint_symbol_16);
return;
}