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This removes a lot of awkward logic from the MSL writer, and means that we now handle all module-scope variables with the same transform. Change-Id: I782e36a4b88dafbc3f8364f7caa7f95c6ae3f5f1 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/67643 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
25 lines
897 B
Plaintext
25 lines
897 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct Constants {
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int level;
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};
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struct Result {
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/* 0x0000 */ float values[1];
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};
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void tint_symbol_inner(uint3 GlobalInvocationID, texture2d_array<float, access::sample> tint_symbol_1, device Result* const tint_symbol_2) {
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uint flatIndex = ((((2u * 2u) * GlobalInvocationID[2]) + (2u * GlobalInvocationID[1])) + GlobalInvocationID[0]);
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flatIndex = (flatIndex * 1u);
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float4 texel = tint_symbol_1.read(uint2(int2(uint3(GlobalInvocationID).xy)), 0, 0);
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for(uint i = 0u; (i < 1u); i = (i + 1u)) {
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(*(tint_symbol_2)).values[(flatIndex + i)] = texel[0];
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}
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}
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kernel void tint_symbol(texture2d_array<float, access::sample> tint_symbol_3 [[texture(0)]], device Result* tint_symbol_4 [[buffer(0)]], uint3 GlobalInvocationID [[thread_position_in_grid]]) {
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tint_symbol_inner(GlobalInvocationID, tint_symbol_3, tint_symbol_4);
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return;
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}
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