#include using namespace metal; struct ExternalTextureParams { /* 0x0000 */ uint numPlanes; /* 0x0004 */ int8_t tint_pad[12]; /* 0x0010 */ float3x4 yuvToRgbConversionMatrix; }; float4 textureLoadExternal(texture2d plane0, texture2d plane1, int2 coord, ExternalTextureParams params) { float3 color = 0.0f; if ((params.numPlanes == 1u)) { color = float4(plane0.read(uint2(coord), 0)).rgb; } else { color = (float4(plane0.read(uint2(coord), 0)[0], float4(plane1.read(uint2(coord), 0)).rg, 1.0f) * params.yuvToRgbConversionMatrix); } return float4(color, 1.0f); } float4 textureLoad2d(texture2d tint_symbol, texture2d ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) { return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1); } void doTextureLoad(texture2d tint_symbol_2, texture2d tint_symbol_3, const constant ExternalTextureParams* const tint_symbol_4) { float4 res = textureLoad2d(tint_symbol_2, tint_symbol_3, *(tint_symbol_4), int2()); } struct tint_symbol_1 { float4 value [[position]]; }; float4 vertex_main_inner(texture2d tint_symbol_5, texture2d tint_symbol_6, const constant ExternalTextureParams* const tint_symbol_7) { doTextureLoad(tint_symbol_5, tint_symbol_6, tint_symbol_7); return float4(); } vertex tint_symbol_1 vertex_main(texture2d tint_symbol_8 [[texture(0)]], texture2d tint_symbol_9 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_10 [[buffer(2)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_8, tint_symbol_9, tint_symbol_10); tint_symbol_1 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(texture2d tint_symbol_11 [[texture(0)]], texture2d tint_symbol_12 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_13 [[buffer(2)]]) { doTextureLoad(tint_symbol_11, tint_symbol_12, tint_symbol_13); return; } kernel void compute_main(texture2d tint_symbol_14 [[texture(0)]], texture2d tint_symbol_15 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_16 [[buffer(2)]]) { doTextureLoad(tint_symbol_14, tint_symbol_15, tint_symbol_16); return; }