blob: 7da2e6e8012fe53eae1a4df062299a7ed60ea71f [file] [log] [blame]
// Copyright 2022 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
////////////////////////////////////////////////////////////////////////////////
// File generated by 'tools/src/cmd/gen' using the template:
// test/tint/builtins/gen/gen.wgsl.tmpl
//
// To regenerate run: './tools/run gen'
//
// Do not modify this file directly
////////////////////////////////////////////////////////////////////////////////
@group(1) @binding(0) var arg_0: texture_depth_2d_array;
@group(1) @binding(1) var arg_1: sampler;
// fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: u32) -> vec4<f32>
fn textureGather_2a4f40() {
var arg_2 = vec2<f32>(1.f);
var arg_3 = 1u;
var res: vec4<f32> = textureGather(arg_0, arg_1, arg_2, arg_3);
prevent_dce = res;
}
@group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<f32>;
@vertex
fn vertex_main() -> @builtin(position) vec4<f32> {
textureGather_2a4f40();
return vec4<f32>();
}
@fragment
fn fragment_main() {
textureGather_2a4f40();
}
@compute @workgroup_size(1)
fn compute_main() {
textureGather_2a4f40();
}