#include <metal_stdlib> | |
using namespace metal; | |
void textureStore_f8dead(texture3d<uint, access::write> tint_symbol) { | |
int3 arg_1 = int3(1); | |
uint4 arg_2 = uint4(1u); | |
tint_symbol.write(arg_2, uint3(arg_1)); | |
} | |
fragment void fragment_main(texture3d<uint, access::write> tint_symbol_1 [[texture(0)]]) { | |
textureStore_f8dead(tint_symbol_1); | |
return; | |
} | |
kernel void compute_main(texture3d<uint, access::write> tint_symbol_2 [[texture(0)]]) { | |
textureStore_f8dead(tint_symbol_2); | |
return; | |
} | |