blob: 0a054d38af856926cfebaba04306264b089865cc [file] [log] [blame]
// Copyright 2023 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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////////////////////////////////////////////////////////////////////////////////
// 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(0) @binding(0) var<storage, read_write> prevent_dce : vec4<i32>;
@group(1) @binding(0) var arg_0: texture_storage_2d<rgba32sint, read_write>;
// fn textureLoad(texture: texture_storage_2d<rgba32sint, read_write>, coords: vec2<u32>) -> vec4<i32>
fn textureLoad_bbb762() -> vec4<i32>{
var arg_1 = vec2<u32>(1u);
var res: vec4<i32> = textureLoad(arg_0, arg_1);
return res;
}
@fragment
fn fragment_main() {
prevent_dce = textureLoad_bbb762();
}
@compute @workgroup_size(1)
fn compute_main() {
prevent_dce = textureLoad_bbb762();
}