test: Remove many expected files

For these tests, we only really care that we can successfully consume
them and generate valid output for each backend. Having the expected
files in the tree generates significant churn for any change to how we
generate backend code, which makes it hard to inspect diffs.

Change-Id: Ic98c248081144c0fb1791f1303eaf6d459548e3d
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/62720
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: James Price <jrprice@google.com>
This commit is contained in:
James Price 2021-08-24 22:49:42 +00:00 committed by Tint LUCI CQ
parent 568136dd10
commit 87cce20f67
8526 changed files with 12 additions and 613699 deletions

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@ -1,11 +0,0 @@
[numthreads(1, 1, 1)]
void unused_entry_point() {
return;
}
void f() {
{
for(; ; ) {
}
}
}

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@ -1,8 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void f() {
for(; ; ) {
}
}

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@ -1,30 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 11
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint GLCompute %unused_entry_point "unused_entry_point"
OpExecutionMode %unused_entry_point LocalSize 1 1 1
OpName %unused_entry_point "unused_entry_point"
OpName %f "f"
%void = OpTypeVoid
%1 = OpTypeFunction %void
%unused_entry_point = OpFunction %void None %1
%4 = OpLabel
OpReturn
OpFunctionEnd
%f = OpFunction %void None %1
%6 = OpLabel
OpBranch %7
%7 = OpLabel
OpLoopMerge %8 %9 None
OpBranch %10
%10 = OpLabel
OpBranch %9
%9 = OpLabel
OpBranch %7
%8 = OpLabel
OpReturn
OpFunctionEnd

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@ -1,4 +0,0 @@
fn f() {
for(; ; ) {
}
}

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@ -1,30 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const float4 x_99 = x_20.Load(int3(vi12, 0));
return;
}
void main() {
main_1();
return;
}

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@ -1,30 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::sample> tint_symbol_1) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
float4 const x_99 = tint_symbol_1.read(uint2(vi12), 0);
return;
}
fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,75 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 52
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%16 = OpConstantComposite %v2float %float_1 %float_2
%17 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%20 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%23 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%28 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%31 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%34 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%int_0 = OpConstant %int 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %6 %x_20
%46 = OpImageFetch %v4float %47 %28 Lod %int_0
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%50 = OpLabel
%51 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,32 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<f32> = textureLoad(x_20, vi12, 0);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,30 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<uint4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const uint4 x_99 = x_20.Load(int3(vi12, 0));
return;
}
void main() {
main_1();
return;
}

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@ -1,30 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<uint, access::sample> tint_symbol_1) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
uint4 const x_99 = tint_symbol_1.read(uint2(vi12), 0);
return;
}
fragment void tint_symbol(texture2d<uint, access::sample> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,75 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 52
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%uint = OpTypeInt 32 0
%6 = OpTypeImage %uint 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float = OpTypeFloat 32
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%17 = OpConstantComposite %v2float %float_1 %float_2
%18 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%21 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%24 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%29 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%32 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%35 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%int_0 = OpConstant %int 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %6 %x_20
%46 = OpImageFetch %v4uint %47 %29 Lod %int_0
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%50 = OpLabel
%51 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,32 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<u32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<u32> = textureLoad(x_20, vi12, 0);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,30 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<int4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const int4 x_99 = x_20.Load(int3(vi12, 0));
return;
}
void main() {
main_1();
return;
}

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@ -1,30 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<int, access::sample> tint_symbol_1) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
int4 const x_99 = tint_symbol_1.read(uint2(vi12), 0);
return;
}
fragment void tint_symbol(texture2d<int, access::sample> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,75 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 52
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%int = OpTypeInt 32 1
%6 = OpTypeImage %int 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float = OpTypeFloat 32
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%17 = OpConstantComposite %v2float %float_1 %float_2
%18 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%21 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%24 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%28 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%31 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%34 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%int_0 = OpConstant %int 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %6 %x_20
%46 = OpImageFetch %v4int %47 %28 Lod %int_0
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%50 = OpLabel
%51 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,32 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<i32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<i32> = textureLoad(x_20, vi12, 0);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,31 +0,0 @@
warning: use of deprecated intrinsic
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const float4 x_99 = x_20.Load(int3(vi12, 0));
return;
}
void main() {
main_1();
return;
}

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@ -1,31 +0,0 @@
warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::read> tint_symbol_1) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
float4 const x_99 = tint_symbol_1.read(uint2(vi12));
return;
}
fragment void tint_symbol(texture2d<float, access::read> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,76 +0,0 @@
warning: use of deprecated intrinsic
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 51
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonWritable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 2 Rgba32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%16 = OpConstantComposite %v2float %float_1 %float_2
%17 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%20 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%23 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%28 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%31 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%34 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %6 %x_20
%46 = OpImageRead %v4float %47 %28
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%49 = OpLabel
%50 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,33 +0,0 @@
warning: use of deprecated intrinsic
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d<rgba32float, read>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<f32> = textureLoad(x_20, vi12);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,31 +0,0 @@
warning: use of deprecated intrinsic
SamplerState x_10 : register(s0, space0);
Texture2D<uint4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const uint4 x_99 = x_20.Load(int3(vi12, 0));
return;
}
void main() {
main_1();
return;
}

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@ -1,31 +0,0 @@
warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<uint, access::read> tint_symbol_1) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
uint4 const x_99 = tint_symbol_1.read(uint2(vi12));
return;
}
fragment void tint_symbol(texture2d<uint, access::read> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,76 +0,0 @@
warning: use of deprecated intrinsic
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 51
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonWritable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%uint = OpTypeInt 32 0
%6 = OpTypeImage %uint 2D 0 0 0 2 Rgba32ui
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float = OpTypeFloat 32
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%17 = OpConstantComposite %v2float %float_1 %float_2
%18 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%21 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%24 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%29 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%32 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%35 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %6 %x_20
%46 = OpImageRead %v4uint %47 %29
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%49 = OpLabel
%50 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,33 +0,0 @@
warning: use of deprecated intrinsic
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d<rgba32uint, read>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<u32> = textureLoad(x_20, vi12);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,31 +0,0 @@
warning: use of deprecated intrinsic
SamplerState x_10 : register(s0, space0);
Texture2D<int4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const int4 x_99 = x_20.Load(int3(vi12, 0));
return;
}
void main() {
main_1();
return;
}

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@ -1,31 +0,0 @@
warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<int, access::read> tint_symbol_1) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
int4 const x_99 = tint_symbol_1.read(uint2(vi12));
return;
}
fragment void tint_symbol(texture2d<int, access::read> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,76 +0,0 @@
warning: use of deprecated intrinsic
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 51
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonWritable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%int = OpTypeInt 32 1
%6 = OpTypeImage %int 2D 0 0 0 2 Rgba32i
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float = OpTypeFloat 32
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%17 = OpConstantComposite %v2float %float_1 %float_2
%18 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%21 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%24 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%28 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%31 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%34 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %6 %x_20
%46 = OpImageRead %v4int %47 %28
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%49 = OpLabel
%50 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,33 +0,0 @@
warning: use of deprecated intrinsic
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d<rgba32sint, read>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<i32> = textureLoad(x_20, vi12);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,30 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float2 vf21 = float2(2.0f, 1.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float coords1 = 1.0f;
const float2 coords12 = vf12;
const float3 coords123 = vf123;
const float4 coords1234 = vf1234;
const float4 x_99 = x_20.Sample(x_10, vf12);
return;
}
void main() {
main_1();
return;
}

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@ -1,30 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float2 const vf21 = float2(2.0f, 1.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const coords1 = 1.0f;
float2 const coords12 = vf12;
float3 const coords123 = vf123;
float4 const coords1234 = vf1234;
float4 const x_99 = tint_symbol_1.sample(tint_symbol_2, vf12);
return;
}
fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,77 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 54
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%16 = OpConstantComposite %v2float %float_1 %float_2
%17 = OpConstantComposite %v2float %float_2 %float_1
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%20 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%23 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%28 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%31 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%34 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%39 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%42 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%45 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%49 = OpTypeSampledImage %6
%main_1 = OpFunction %void None %9
%12 = OpLabel
%47 = OpLoad %3 %x_10
%48 = OpLoad %6 %x_20
%50 = OpSampledImage %49 %48 %47
%46 = OpImageSampleImplicitLod %v4float %50 %16
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%52 = OpLabel
%53 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,32 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf21 : vec2<f32> = vec2<f32>(2.0, 1.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let coords1 : f32 = 1.0;
let coords12 : vec2<f32> = vf12;
let coords123 : vec3<f32> = vf123;
let coords1234 : vec4<f32> = vf1234;
let x_99 : vec4<f32> = textureSample(x_20, x_10, vf12);
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2DArray<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Load(int4(int3(int2(vu123.xy), int(vu123.z)), 0));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d_array<float, access::sample> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.read(uint2(int2(vu123.xy)), int(vu123.z), 0);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d_array<float, access::sample> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,86 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 62
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 1 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int_0 = OpConstant %int 0
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%51 = OpVectorShuffle %v2uint %34 %34 0 1
%50 = OpBitcast %v2int %51
%52 = OpCompositeExtract %int %50 0
%53 = OpCompositeExtract %int %50 1
%55 = OpCompositeExtract %uint %34 2
%54 = OpBitcast %int %55
%56 = OpCompositeConstruct %v3int %52 %53 %54
%48 = OpImageFetch %v4float %49 %56 Lod %int_0
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%60 = OpLabel
%61 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d_array<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureLoad(x_20, vec2<i32>(vu123.xy), i32(vu123.z), 0);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,28 +0,0 @@
warning: use of deprecated intrinsic
SamplerState x_10 : register(s0, space0);
Texture2DArray<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_71 = x_20.Load(int4(int3(int2(vu123.xy), int(vu123.z)), 0));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,28 +0,0 @@
warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d_array<float, access::read> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_71 = tint_symbol_1.read(uint2(int2(vu123.xy)), int(vu123.z));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d_array<float, access::read> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,87 +0,0 @@
warning: use of deprecated intrinsic
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 61
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonWritable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 1 0 2 R32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%51 = OpVectorShuffle %v2uint %34 %34 0 1
%50 = OpBitcast %v2int %51
%52 = OpCompositeExtract %int %50 0
%53 = OpCompositeExtract %int %50 1
%55 = OpCompositeExtract %uint %34 2
%54 = OpBitcast %int %55
%56 = OpCompositeConstruct %v3int %52 %53 %54
%48 = OpImageRead %v4float %49 %56
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%59 = OpLabel
%60 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,30 +0,0 @@
warning: use of deprecated intrinsic
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d_array<r32float, read>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_71 : vec4<f32> = textureLoad(x_20, vec2<i32>(vu123.xy), i32(vu123.z));
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
RWTexture2DArray<float4> x_20 : register(u1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
x_20[int3(int2(vu123.xy), int(vu123.z))] = vf1234;
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d_array<float, access::write> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
tint_symbol_1.write(vf1234, uint2(int2(vu123.xy)), int(vu123.z));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d_array<float, access::write> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,86 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 61
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonReadable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 1 0 2 R32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%51 = OpVectorShuffle %v2uint %34 %34 0 1
%50 = OpBitcast %v2int %51
%52 = OpCompositeExtract %int %50 0
%53 = OpCompositeExtract %int %50 1
%55 = OpCompositeExtract %uint %34 2
%54 = OpBitcast %int %55
%56 = OpCompositeConstruct %v3int %52 %53 %54
OpImageWrite %49 %56 %47
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%59 = OpLabel
%60 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d_array<r32float, write>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
textureStore(x_20, vec2<i32>(vu123.xy), i32(vu123.z), vf1234);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture1D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Load(int2(int(u1), 0));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::sample> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.read(uint(int(u1)), 0);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::sample> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,81 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 56
; Schema: 0
OpCapability Shader
OpCapability Sampled1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int_0 = OpConstant %int 0
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%50 = OpBitcast %int %uint_1
%48 = OpImageFetch %v4float %49 %50 Lod %int_0
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%54 = OpLabel
%55 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_1d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureLoad(x_20, i32(u1), 0);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,28 +0,0 @@
warning: use of deprecated intrinsic
SamplerState x_10 : register(s0, space0);
Texture1D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_71 = x_20.Load(int2(int(u1), 0));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,28 +0,0 @@
warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::read> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_71 = tint_symbol_1.read(uint(int(u1)));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::read> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,82 +0,0 @@
warning: use of deprecated intrinsic
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 55
; Schema: 0
OpCapability Shader
OpCapability Image1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonWritable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 2 R32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%50 = OpBitcast %int %uint_1
%48 = OpImageRead %v4float %49 %50
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%53 = OpLabel
%54 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,30 +0,0 @@
warning: use of deprecated intrinsic
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_1d<r32float, read>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_71 : vec4<f32> = textureLoad(x_20, i32(u1));
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
RWTexture1D<float4> x_20 : register(u1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
x_20[int(u1)] = vf1234;
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::write> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
tint_symbol_1.write(vf1234, uint(int(u1)));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::write> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,81 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 55
; Schema: 0
OpCapability Shader
OpCapability Image1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonReadable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 2 R32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%50 = OpBitcast %int %uint_1
OpImageWrite %49 %50 %47
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%53 = OpLabel
%54 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_1d<r32float, write>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
textureStore(x_20, i32(u1), vf1234);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Load(int3(int2(vu12), 0));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::sample> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.read(uint2(int2(vu12)), 0);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,80 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 56
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%int_0 = OpConstant %int 0
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%50 = OpBitcast %v2int %31
%48 = OpImageFetch %v4float %49 %50 Lod %int_0
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%54 = OpLabel
%55 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureLoad(x_20, vec2<i32>(vu12), 0);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,28 +0,0 @@
warning: use of deprecated intrinsic
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_71 = x_20.Load(int3(int2(vu12), 0));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,28 +0,0 @@
warning: use of deprecated intrinsic
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::read> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_71 = tint_symbol_1.read(uint2(int2(vu12)));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d<float, access::read> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,81 +0,0 @@
warning: use of deprecated intrinsic
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 55
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonWritable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 2 R32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%50 = OpBitcast %v2int %31
%48 = OpImageRead %v4float %49 %50
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%53 = OpLabel
%54 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,30 +0,0 @@
warning: use of deprecated intrinsic
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d<r32float, read>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_71 : vec4<f32> = textureLoad(x_20, vec2<i32>(vu12));
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
RWTexture2D<float4> x_20 : register(u1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
x_20[int2(vu12)] = vf1234;
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::write> tint_symbol_1) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
tint_symbol_1.write(vf1234, uint2(int2(vu12)));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d<float, access::write> tint_symbol_2 [[texture(0)]]) {
main_1(tint_symbol_2);
return;
}

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@ -1,80 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 55
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 NonReadable
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 2 R32f
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %6 %x_20
%50 = OpBitcast %v2int %31
OpImageWrite %49 %50 %47
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%53 = OpLabel
%54 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_storage_2d<r32float, write>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
textureStore(x_20, vec2<i32>(vu12), vf1234);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture1D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, f1);
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, f1);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,82 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 57
; Schema: 0
OpCapability Shader
OpCapability Sampled1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%48 = OpImageSampleImplicitLod %v4float %52 %float_1
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%55 = OpLabel
%56 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_1d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, f1);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture1D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, vf12.x);
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf12.x);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,83 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 58
; Schema: 0
OpCapability Shader
OpCapability Sampled1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%53 = OpCompositeExtract %float %41 0
%48 = OpImageSampleImplicitLod %v4float %52 %53
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%56 = OpLabel
%57 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_1d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf12.x);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture1D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, vf123.x);
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf123.x);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,83 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 58
; Schema: 0
OpCapability Shader
OpCapability Sampled1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%53 = OpCompositeExtract %float %44 0
%48 = OpImageSampleImplicitLod %v4float %52 %53
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%56 = OpLabel
%57 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_1d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf123.x);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture1D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, vf1234.x);
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture1d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf1234.x);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture1d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,83 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 58
; Schema: 0
OpCapability Shader
OpCapability Sampled1D
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 1D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%53 = OpCompositeExtract %float %47 0
%48 = OpImageSampleImplicitLod %v4float %52 %53
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%56 = OpLabel
%57 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_1d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf1234.x);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2DArray<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, float3(vf123.xy, float(int(vf123.z))));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf123.xy, int(vf123.z));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,88 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 64
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 1 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%53 = OpVectorShuffle %v2float %44 %44 0 1
%54 = OpCompositeExtract %float %53 0
%55 = OpCompositeExtract %float %53 1
%58 = OpCompositeExtract %float %44 2
%57 = OpConvertFToS %int %58
%56 = OpConvertSToF %float %57
%59 = OpCompositeConstruct %v3float %54 %55 %56
%48 = OpImageSampleImplicitLod %v4float %52 %59
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%62 = OpLabel
%63 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d_array<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf123.xy, i32(vf123.z));
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2DArray<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, float3(vf1234.xy, float(int(vf1234.z))));
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf1234.xy, int(vf1234.z));
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,88 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 64
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 1 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%53 = OpVectorShuffle %v2float %47 %47 0 1
%54 = OpCompositeExtract %float %53 0
%55 = OpCompositeExtract %float %53 1
%58 = OpCompositeExtract %float %47 2
%57 = OpConvertFToS %int %58
%56 = OpConvertSToF %float %57
%59 = OpCompositeConstruct %v3float %54 %55 %56
%48 = OpImageSampleImplicitLod %v4float %52 %59
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%62 = OpLabel
%63 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d_array<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf1234.xy, i32(vf1234.z));
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, vf12);
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf12);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,81 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 57
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%48 = OpImageSampleImplicitLod %v4float %52 %41
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%55 = OpLabel
%56 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

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@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf12);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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@ -1,27 +0,0 @@
SamplerState x_10 : register(s0, space0);
Texture2D<float4> x_20 : register(t1, space2);
SamplerState x_30 : register(s1, space0);
void main_1() {
float float_var = 0.0f;
const int i1 = 1;
const int2 vi12 = int2(1, 2);
const int3 vi123 = int3(1, 2, 3);
const int4 vi1234 = int4(1, 2, 3, 4);
const uint u1 = 1u;
const uint2 vu12 = uint2(1u, 2u);
const uint3 vu123 = uint3(1u, 2u, 3u);
const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
const float f1 = 1.0f;
const float2 vf12 = float2(1.0f, 2.0f);
const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
const float4 x_73 = x_20.Sample(x_10, vf123.xy);
const uint x_1000 = 0u;
return;
}
void main() {
main_1();
return;
}

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@ -1,27 +0,0 @@
#include <metal_stdlib>
using namespace metal;
void main_1(texture2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2) {
float float_var = 0.0f;
int const i1 = 1;
int2 const vi12 = int2(1, 2);
int3 const vi123 = int3(1, 2, 3);
int4 const vi1234 = int4(1, 2, 3, 4);
uint const u1 = 1u;
uint2 const vu12 = uint2(1u, 2u);
uint3 const vu123 = uint3(1u, 2u, 3u);
uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
float const f1 = 1.0f;
float2 const vf12 = float2(1.0f, 2.0f);
float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
float4 const x_73 = tint_symbol_1.sample(tint_symbol_2, vf123.xy);
uint const x_1000 = 0u;
return;
}
fragment void tint_symbol(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]], sampler tint_symbol_4 [[sampler(0)]]) {
main_1(tint_symbol_3, tint_symbol_4);
return;
}

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@ -1,82 +0,0 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 58
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %x_10 "x_10"
OpName %x_20 "x_20"
OpName %x_30 "x_30"
OpName %main_1 "main_1"
OpName %float_var "float_var"
OpName %main "main"
OpDecorate %x_10 DescriptorSet 0
OpDecorate %x_10 Binding 0
OpDecorate %x_20 DescriptorSet 2
OpDecorate %x_20 Binding 1
OpDecorate %x_30 DescriptorSet 0
OpDecorate %x_30 Binding 1
%3 = OpTypeSampler
%_ptr_UniformConstant_3 = OpTypePointer UniformConstant %3
%x_10 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%float = OpTypeFloat 32
%6 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_6 = OpTypePointer UniformConstant %6
%x_20 = OpVariable %_ptr_UniformConstant_6 UniformConstant
%x_30 = OpVariable %_ptr_UniformConstant_3 UniformConstant
%void = OpTypeVoid
%9 = OpTypeFunction %void
%_ptr_Function_float = OpTypePointer Function %float
%15 = OpConstantNull %float
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%int_2 = OpConstant %int 2
%20 = OpConstantComposite %v2int %int_1 %int_2
%v3int = OpTypeVector %int 3
%int_3 = OpConstant %int 3
%23 = OpConstantComposite %v3int %int_1 %int_2 %int_3
%v4int = OpTypeVector %int 4
%int_4 = OpConstant %int 4
%26 = OpConstantComposite %v4int %int_1 %int_2 %int_3 %int_4
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%v2uint = OpTypeVector %uint 2
%uint_2 = OpConstant %uint 2
%31 = OpConstantComposite %v2uint %uint_1 %uint_2
%v3uint = OpTypeVector %uint 3
%uint_3 = OpConstant %uint 3
%34 = OpConstantComposite %v3uint %uint_1 %uint_2 %uint_3
%v4uint = OpTypeVector %uint 4
%uint_4 = OpConstant %uint 4
%37 = OpConstantComposite %v4uint %uint_1 %uint_2 %uint_3 %uint_4
%float_1 = OpConstant %float 1
%v2float = OpTypeVector %float 2
%float_2 = OpConstant %float 2
%41 = OpConstantComposite %v2float %float_1 %float_2
%v3float = OpTypeVector %float 3
%float_3 = OpConstant %float 3
%44 = OpConstantComposite %v3float %float_1 %float_2 %float_3
%v4float = OpTypeVector %float 4
%float_4 = OpConstant %float 4
%47 = OpConstantComposite %v4float %float_1 %float_2 %float_3 %float_4
%51 = OpTypeSampledImage %6
%uint_0 = OpConstant %uint 0
%main_1 = OpFunction %void None %9
%12 = OpLabel
%float_var = OpVariable %_ptr_Function_float Function %15
%49 = OpLoad %3 %x_10
%50 = OpLoad %6 %x_20
%52 = OpSampledImage %51 %50 %49
%53 = OpVectorShuffle %v2float %44 %44 0 1
%48 = OpImageSampleImplicitLod %v4float %52 %53
OpReturn
OpFunctionEnd
%main = OpFunction %void None %9
%56 = OpLabel
%57 = OpFunctionCall %void %main_1
OpReturn
OpFunctionEnd

View File

@ -1,29 +0,0 @@
[[group(0), binding(0)]] var x_10 : sampler;
[[group(2), binding(1)]] var x_20 : texture_2d<f32>;
[[group(0), binding(1)]] var x_30 : sampler;
fn main_1() {
var float_var : f32;
let i1 : i32 = 1;
let vi12 : vec2<i32> = vec2<i32>(1, 2);
let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
let u1 : u32 = 1u;
let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
let f1 : f32 = 1.0;
let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
let x_73 : vec4<f32> = textureSample(x_20, x_10, vf123.xy);
let x_1000 : u32 = 0u;
return;
}
[[stage(fragment)]]
fn main() {
main_1();
}

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