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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>
58 lines
1.1 KiB
HLSL
58 lines
1.1 KiB
HLSL
Texture2DMS<float4> arg_0 : register(t0, space1);
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static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void textureNumSamples_a3c8a0() {
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int res = 0;
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int3 tint_tmp;
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arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
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const int x_16 = tint_tmp.z;
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res = x_16;
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return;
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}
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void tint_symbol_2(float4 tint_symbol) {
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tint_symbol_1 = tint_symbol;
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return;
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}
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void vertex_main_1() {
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textureNumSamples_a3c8a0();
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tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f));
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return;
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}
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struct vertex_main_out {
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float4 tint_symbol_1_1;
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};
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struct tint_symbol_3 {
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float4 tint_symbol_1_1 : SV_Position;
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};
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tint_symbol_3 vertex_main() {
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vertex_main_1();
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const vertex_main_out tint_symbol_4 = {tint_symbol_1};
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const tint_symbol_3 tint_symbol_5 = {tint_symbol_4.tint_symbol_1_1};
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return tint_symbol_5;
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}
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void fragment_main_1() {
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textureNumSamples_a3c8a0();
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return;
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}
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void fragment_main() {
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fragment_main_1();
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return;
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}
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void compute_main_1() {
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textureNumSamples_a3c8a0();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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compute_main_1();
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return;
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}
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