Ben Clayton e132516e6f tint: Rename and move builtin_table and builtin-gen
• Rename 'builtin-gen' back to 'intrinsic-gen', as 'intrinsics' now
  include both builtins and operators.
• Move the intrinsic definitions, and IntrinsicTable to the resolver
  package, where it belongs.

Bug: tint:1504
Change-Id: I5ad5c285c1e360a224ee1235c293ccd55eb2693d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/89025
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
2022-05-06 15:13:01 +00:00

48 lines
1.5 KiB
WebGPU Shading Language

// Copyright 2021 The Tint Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
////////////////////////////////////////////////////////////////////////////////
// File generated by tools/intrinsic-gen
// using the template:
// test/tint/builtins/builtins.wgsl.tmpl
// and the intrinsic defintion file:
// src/tint/intrinsics.def
//
// Do not modify this file directly
////////////////////////////////////////////////////////////////////////////////
@group(1) @binding(0) var arg_0: texture_3d<f32>;
@group(1) @binding(1) var arg_1: sampler;
// fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
fn textureSampleLevel_abfcc0() {
var res: vec4<f32> = textureSampleLevel(arg_0, arg_1, vec3<f32>(), 1.0);
}
@stage(vertex)
fn vertex_main() -> @builtin(position) vec4<f32> {
textureSampleLevel_abfcc0();
return vec4<f32>();
}
@stage(fragment)
fn fragment_main() {
textureSampleLevel_abfcc0();
}
@stage(compute) @workgroup_size(1)
fn compute_main() {
textureSampleLevel_abfcc0();
}