dawn-cmake/test/intrinsics/textureNumSamples/depth_ms.spvasm.expected.wgsl
Ben Clayton fd35aa8e47 Implement texture_depth_multisampled_2d
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>
2021-07-26 22:19:48 +00:00

53 lines
952 B
WebGPU Shading Language

[[group(1), binding(0)]] var arg_0 : texture_depth_multisampled_2d;
var<private> tint_symbol_1 : vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);
fn textureNumSamples_a3c8a0() {
var res : i32 = 0;
let x_16 : i32 = textureNumSamples(arg_0);
res = x_16;
return;
}
fn tint_symbol_2(tint_symbol : vec4<f32>) {
tint_symbol_1 = tint_symbol;
return;
}
fn vertex_main_1() {
textureNumSamples_a3c8a0();
tint_symbol_2(vec4<f32>(0.0, 0.0, 0.0, 0.0));
return;
}
struct vertex_main_out {
[[builtin(position)]]
tint_symbol_1_1 : vec4<f32>;
};
[[stage(vertex)]]
fn vertex_main() -> vertex_main_out {
vertex_main_1();
return vertex_main_out(tint_symbol_1);
}
fn fragment_main_1() {
textureNumSamples_a3c8a0();
return;
}
[[stage(fragment)]]
fn fragment_main() {
fragment_main_1();
}
fn compute_main_1() {
textureNumSamples_a3c8a0();
return;
}
[[stage(compute), workgroup_size(1, 1, 1)]]
fn compute_main() {
compute_main_1();
}