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	This is required to handle materialized values, and for constant expressions. Bug: tint:1504 Change-Id: Ic3ac62317241fa6f7009360128f222aeb56f62e4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92083 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com>
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| #include <metal_stdlib>
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| 
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| using namespace metal;
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| void textureLoad_6273b1(depth2d_ms<float, access::read> tint_symbol_5) {
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|   float res = 0.0f;
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|   float4 const x_17 = float4(tint_symbol_5.read(uint2(int2(0)), 1), 0.0f, 0.0f, 0.0f);
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|   res = x_17[0];
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|   return;
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| }
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| 
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| void tint_symbol_2(float4 tint_symbol, thread float4* const tint_symbol_6) {
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|   *(tint_symbol_6) = tint_symbol;
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|   return;
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| }
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| 
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| void vertex_main_1(depth2d_ms<float, access::read> tint_symbol_7, thread float4* const tint_symbol_8) {
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|   textureLoad_6273b1(tint_symbol_7);
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|   tint_symbol_2(float4(0.0f), tint_symbol_8);
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|   return;
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| }
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| 
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| struct vertex_main_out {
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|   float4 tint_symbol_1_1;
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| };
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| 
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| struct tint_symbol_3 {
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|   float4 tint_symbol_1_1 [[position]];
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| };
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| 
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| vertex_main_out vertex_main_inner(depth2d_ms<float, access::read> tint_symbol_9, thread float4* const tint_symbol_10) {
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|   vertex_main_1(tint_symbol_9, tint_symbol_10);
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|   vertex_main_out const tint_symbol_4 = {.tint_symbol_1_1=*(tint_symbol_10)};
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|   return tint_symbol_4;
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| }
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| 
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| vertex tint_symbol_3 vertex_main(depth2d_ms<float, access::read> tint_symbol_11 [[texture(0)]]) {
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|   thread float4 tint_symbol_12 = float4(0.0f);
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|   vertex_main_out const inner_result = vertex_main_inner(tint_symbol_11, &(tint_symbol_12));
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|   tint_symbol_3 wrapper_result = {};
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|   wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
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|   return wrapper_result;
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| }
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| 
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| void fragment_main_1(depth2d_ms<float, access::read> tint_symbol_13) {
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|   textureLoad_6273b1(tint_symbol_13);
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|   return;
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| }
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| 
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| fragment void fragment_main(depth2d_ms<float, access::read> tint_symbol_14 [[texture(0)]]) {
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|   fragment_main_1(tint_symbol_14);
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|   return;
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| }
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| 
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| void compute_main_1(depth2d_ms<float, access::read> tint_symbol_15) {
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|   textureLoad_6273b1(tint_symbol_15);
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|   return;
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| }
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| 
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| kernel void compute_main(depth2d_ms<float, access::read> tint_symbol_16 [[texture(0)]]) {
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|   compute_main_1(tint_symbol_16);
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|   return;
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| }
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| 
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