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Implemented for all readers and writers. Cleaned up some verbose code in sem::Function and the Inspector in the process. Fixed: tint:1032 Change-Id: Ia6f2f59e6d2e511c89160b97be990e8b7c9828d9 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59664 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Auto-Submit: Ben Clayton <bclayton@google.com>
53 lines
978 B
WebGPU Shading Language
53 lines
978 B
WebGPU Shading Language
[[group(1), binding(0)]] var arg_0 : texture_depth_multisampled_2d;
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var<private> tint_symbol_1 : vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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fn textureLoad_6273b1() {
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var res : f32 = 0.0;
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let x_17 : vec4<f32> = vec4<f32>(textureLoad(arg_0, vec2<i32>(0, 0), 1), 0.0, 0.0, 0.0);
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res = x_17.x;
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return;
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}
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fn tint_symbol_2(tint_symbol : vec4<f32>) {
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tint_symbol_1 = tint_symbol;
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return;
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}
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fn vertex_main_1() {
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textureLoad_6273b1();
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tint_symbol_2(vec4<f32>(0.0, 0.0, 0.0, 0.0));
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return;
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}
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struct vertex_main_out {
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[[builtin(position)]]
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tint_symbol_1_1 : vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex_main() -> vertex_main_out {
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vertex_main_1();
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return vertex_main_out(tint_symbol_1);
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}
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fn fragment_main_1() {
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textureLoad_6273b1();
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return;
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}
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[[stage(fragment)]]
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fn fragment_main() {
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fragment_main_1();
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}
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fn compute_main_1() {
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textureLoad_6273b1();
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return;
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}
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[[stage(compute), workgroup_size(1, 1, 1)]]
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fn compute_main() {
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compute_main_1();
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}
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