dawn-cmake/test/tint/builtins/gen/var/textureLoad/b6ba5d.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
void textureLoad_b6ba5d(depth2d_array<float, access::sample> tint_symbol_1, device float* const tint_symbol_2) {
uint2 arg_1 = uint2(1u);
int arg_2 = 1;
int arg_3 = 1;
float res = tint_symbol_1.read(uint2(arg_1), arg_2, arg_3);
*(tint_symbol_2) = res;
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(depth2d_array<float, access::sample> tint_symbol_3, device float* const tint_symbol_4) {
textureLoad_b6ba5d(tint_symbol_3, tint_symbol_4);
return float4(0.0f);
}
vertex tint_symbol vertex_main(depth2d_array<float, access::sample> tint_symbol_5 [[texture(0)]], device float* tint_symbol_6 [[buffer(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_5, tint_symbol_6);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(depth2d_array<float, access::sample> tint_symbol_7 [[texture(0)]], device float* tint_symbol_8 [[buffer(0)]]) {
textureLoad_b6ba5d(tint_symbol_7, tint_symbol_8);
return;
}
kernel void compute_main(depth2d_array<float, access::sample> tint_symbol_9 [[texture(0)]], device float* tint_symbol_10 [[buffer(0)]]) {
textureLoad_b6ba5d(tint_symbol_9, tint_symbol_10);
return;
}