blob: e01610686f30f97f74e79bb2f85e1346457b195c [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
template<typename T, size_t N>
struct tint_array {
const constant T& operator[](size_t i) const constant { return elements[i]; }
device T& operator[](size_t i) device { return elements[i]; }
const device T& operator[](size_t i) const device { return elements[i]; }
thread T& operator[](size_t i) thread { return elements[i]; }
const thread T& operator[](size_t i) const thread { return elements[i]; }
threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
T elements[N];
};
struct tint_packed_vec3_f32_array_element {
/* 0x0000 */ packed_float3 elements;
/* 0x000c */ tint_array<int8_t, 4> tint_pad;
};
void assign_and_preserve_padding(device tint_array<tint_packed_vec3_f32_array_element, 4>* const dest, float4x3 value) {
(*(dest))[0u].elements = packed_float3(value[0u]);
(*(dest))[1u].elements = packed_float3(value[1u]);
(*(dest))[2u].elements = packed_float3(value[2u]);
(*(dest))[3u].elements = packed_float3(value[3u]);
}
void transpose_d8f8ba(device tint_array<tint_packed_vec3_f32_array_element, 4>* const tint_symbol_1) {
float4x3 res = float4x3(float3(1.0f), float3(1.0f), float3(1.0f), float3(1.0f));
assign_and_preserve_padding(tint_symbol_1, res);
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(device tint_array<tint_packed_vec3_f32_array_element, 4>* const tint_symbol_2) {
transpose_d8f8ba(tint_symbol_2);
return float4(0.0f);
}
vertex tint_symbol vertex_main(device tint_array<tint_packed_vec3_f32_array_element, 4>* tint_symbol_3 [[buffer(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_3);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(device tint_array<tint_packed_vec3_f32_array_element, 4>* tint_symbol_4 [[buffer(0)]]) {
transpose_d8f8ba(tint_symbol_4);
return;
}
kernel void compute_main(device tint_array<tint_packed_vec3_f32_array_element, 4>* tint_symbol_5 [[buffer(0)]]) {
transpose_d8f8ba(tint_symbol_5);
return;
}