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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>
29 lines
551 B
HLSL
29 lines
551 B
HLSL
struct tint_symbol {
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float4 value : SV_Position;
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};
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Texture2D arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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void textureSampleLevel_02be59() {
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float res = arg_0.SampleLevel(arg_1, float2(0.0f, 0.0f), 1);
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}
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tint_symbol vertex_main() {
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textureSampleLevel_02be59();
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const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_1;
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}
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void fragment_main() {
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textureSampleLevel_02be59();
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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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textureSampleLevel_02be59();
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return;
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}
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