#include <metal_stdlib> | |
using namespace metal; | |
int4 textureLoad_1d43ae(texture1d<int, access::read_write> tint_symbol) { | |
int4 res = tint_symbol.read(uint(1)); | |
return res; | |
} | |
fragment void fragment_main(device int4* tint_symbol_1 [[buffer(0)]], texture1d<int, access::read_write> tint_symbol_2 [[texture(0)]]) { | |
*(tint_symbol_1) = textureLoad_1d43ae(tint_symbol_2); | |
return; | |
} | |
kernel void compute_main(device int4* tint_symbol_3 [[buffer(0)]], texture1d<int, access::read_write> tint_symbol_4 [[texture(0)]]) { | |
*(tint_symbol_3) = textureLoad_1d43ae(tint_symbol_4); | |
return; | |
} | |