dawn-cmake/test/builtins/textureNumSamples/depth_ms.spvasm.expected.msl
Ben Clayton 8ec32a6ec9 writers: Use the new sem::Module::DependencyOrderedDeclarations
As the resolver currently enforces in-order declarations, this does not
change the declaration order from iterating over the
ast::Module::GlobalDeclarations.

The MSL backend has been changed to use the
sem::Module::DependencyOrderedDeclarations list instead of looping over
different declaration types separately.

Bug: tint:1266
Change-Id: I698d612032285311017bfceab3c42adae1928a0e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79767
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-02-09 23:55:51 +00:00

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#include <metal_stdlib>
using namespace metal;
void textureNumSamples_a3c8a0(depth2d_ms<float, access::read> tint_symbol_5) {
int res = 0;
int const x_16 = int(tint_symbol_5.get_num_samples());
res = x_16;
return;
}
void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) {
*(tint_symbol_6) = tint_symbol;
return;
}
void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) {
textureNumSamples_a3c8a0(tint_symbol_7);
tint_symbol_2(float4(), tint_symbol_8);
return;
}
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 [[position]];
};
vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) {
vertex_main_1(tint_symbol_9, tint_symbol_10);
vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)};
return tint_symbol_4;
}
vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) {
thread float4 tint_symbol_12 = float4();
vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12));
tint_symbol_3 wrapper_result = {};
wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
return wrapper_result;
}
void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) {
textureNumSamples_a3c8a0(tint_symbol_13);
return;
}
fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) {
fragment_main_1(tint_symbol_14);
return;
}
void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) {
textureNumSamples_a3c8a0(tint_symbol_15);
return;
}
kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) {
compute_main_1(tint_symbol_16);
return;
}