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test
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tint
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builtins
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textureStore
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loop_continuing_read_write_texture.wgsl.expected.msl
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#include
<metal_stdlib>
using
namespace
metal
;
void
foo
(
texture2d
<
int
,
access
::
read_write
>
tint_symbol
)
{
{
int
i
=
0
;
while
(
true
)
{
if
(!((
i
<
3
)))
{
break
;
}
{
}
{
tint_symbol
.
write
(
int4
(
0
),
uint2
(
int2
(
0
)));
tint_symbol
.
fence
();
}
}
}
}