dawn-cmake/test/intrinsics/gen/textureNumSamples/42f8bb.wgsl.expected.hlsl
James Price 9fd3befa17 tools: Return position from generated vertex shaders
This is required to generate valid MSL code, and will soon be
validated by Tint too.

Change-Id: I4c5f5c4ecb1c91131c934de1132217d9f6be1f8e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53420
Auto-Submit: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-06-04 17:31:48 +00:00

30 lines
550 B
HLSL

struct tint_symbol {
float4 value : SV_Position;
};
Texture2DMS<uint4> arg_0 : register(t0, space1);
void textureNumSamples_42f8bb() {
int3 tint_tmp;
arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
int res = tint_tmp.z;
}
tint_symbol vertex_main() {
textureNumSamples_42f8bb();
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_1;
}
void fragment_main() {
textureNumSamples_42f8bb();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
textureNumSamples_42f8bb();
return;
}