// Copyright 2021 The Tint Authors. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //////////////////////////////////////////////////////////////////////////////// // File generated by tools/src/cmd/gen // using the template: // test/tint/builtins/gen/gen.wgsl.tmpl // // Do not modify this file directly //////////////////////////////////////////////////////////////////////////////// @group(1) @binding(0) var arg_0: texture_3d<f32>; // fn textureLoad(texture: texture_3d<f32>, coords: vec3<i32>, level: i32) -> vec4<f32> fn textureLoad_1f2016() { var arg_1 = vec3<i32>(1i); var arg_2 = 1i; var res: vec4<f32> = textureLoad(arg_0, arg_1, arg_2); } @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureLoad_1f2016(); return vec4<f32>(); } @fragment fn fragment_main() { textureLoad_1f2016(); } @compute @workgroup_size(1) fn compute_main() { textureLoad_1f2016(); }