dawn-cmake/test/tint/builtins/gen/var/textureSampleLevel/36f0d3.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
void textureSampleLevel_36f0d3(depth2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float2 arg_2 = float2(1.0f);
int arg_3 = 1;
uint arg_4 = 1u;
float res = tint_symbol_1.sample(tint_symbol_2, arg_2, arg_3, level(arg_4), int2(1));
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(depth2d_array<float, access::sample> tint_symbol_3, sampler tint_symbol_4) {
textureSampleLevel_36f0d3(tint_symbol_3, tint_symbol_4);
return float4(0.0f);
}
vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]], sampler tint_symbol_6 [[sampler(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(depth2d_array<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]]) {
textureSampleLevel_36f0d3(tint_symbol_7, tint_symbol_8);
return;
}
kernel void compute_main(depth2d_array<float, access::sample> tint_symbol_9 [[texture(0)]], sampler tint_symbol_10 [[sampler(0)]]) {
textureSampleLevel_36f0d3(tint_symbol_9, tint_symbol_10);
return;
}