dawn-cmake/test/tint/builtins/gen/textureDimensions/ba1481.wgsl.expected.msl
Brandon Jones 6cb57a9847 Change External Texture YUV-to-RGB Conversion to Use Matrix
Changes Dawn and Tint to use a 3x3 matrix for external texture
YUV-to-RGB conversions. This will allow us to use standard matrices
as they exist in SkYuvMath.

Bugs: dawn::1082
Change-Id: I8e0c7c3dc1c085d8f336da956aea9496913b70fa
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86847
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Brandon1 Jones <brandon1.jones@intel.com>
2022-04-21 16:02:36 +00:00

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#include <metal_stdlib>
using namespace metal;
struct ExternalTextureParams {
uint numPlanes;
float3x4 yuvToRgbConversionMatrix;
};
void textureDimensions_ba1481(texture2d<float, access::sample> tint_symbol_1) {
int2 res = int2(tint_symbol_1.get_width(), tint_symbol_1.get_height());
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(texture2d<float, access::sample> tint_symbol_2) {
textureDimensions_ba1481(tint_symbol_2);
return float4();
}
vertex tint_symbol vertex_main(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_3);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(texture2d<float, access::sample> tint_symbol_4 [[texture(0)]]) {
textureDimensions_ba1481(tint_symbol_4);
return;
}
kernel void compute_main(texture2d<float, access::sample> tint_symbol_5 [[texture(0)]]) {
textureDimensions_ba1481(tint_symbol_5);
return;
}