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The level parameter needs to be zero for a number of texture overloads. Bodging the template to emit 0 instead of 1 for any `level : i32` parameter is the easiest fix here. Change-Id: I69222578efcd0d4f4f267fb59fec691b52786d9c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57301 Auto-Submit: Ben Clayton <bclayton@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Ben Clayton <bclayton@google.com>
28 lines
725 B
Plaintext
28 lines
725 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_symbol {
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float4 value [[position]];
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};
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void textureLoad_a9a9f5(texture3d<uint, access::sample> tint_symbol_2) {
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uint4 res = tint_symbol_2.read(uint3(int3()), 0);
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}
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vertex tint_symbol vertex_main(texture3d<uint, access::sample> tint_symbol_3 [[texture(0)]]) {
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textureLoad_a9a9f5(tint_symbol_3);
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tint_symbol const tint_symbol_1 = {.value=float4()};
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return tint_symbol_1;
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}
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fragment void fragment_main(texture3d<uint, access::sample> tint_symbol_4 [[texture(0)]]) {
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textureLoad_a9a9f5(tint_symbol_4);
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return;
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}
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kernel void compute_main(texture3d<uint, access::sample> tint_symbol_5 [[texture(0)]]) {
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textureLoad_a9a9f5(tint_symbol_5);
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return;
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}
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