blob: 1b2c1e86e27082e4dcbea375237dd5053e1ca46b [file] [log] [blame]
//
// vertex_main
//
#include <metal_stdlib>
using namespace metal;
int2 tint_clamp(int2 e, int2 low, int2 high) {
return min(max(e, low), high);
}
int4 textureLoad2d(texture2d<int, access::sample> tint_symbol, int2 coords, int level) {
uint const level_idx = min(uint(level), (tint_symbol.get_num_mip_levels() - 1u));
return tint_symbol.read(uint2(tint_clamp(coords, int2(0), int2((uint2(tint_symbol.get_width(level_idx), tint_symbol.get_height(level_idx)) - uint2(1u))))), level_idx);
}
void doTextureLoad(texture2d<int, access::sample> tint_symbol_2) {
int4 res = textureLoad2d(tint_symbol_2, int2(0), 0);
}
struct tint_symbol_1 {
float4 value [[position]];
};
float4 vertex_main_inner(texture2d<int, access::sample> tint_symbol_3) {
doTextureLoad(tint_symbol_3);
return float4(0.0f);
}
vertex tint_symbol_1 vertex_main(texture2d<int, access::sample> tint_symbol_4 [[texture(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_4);
tint_symbol_1 wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
//
// fragment_main
//
#include <metal_stdlib>
using namespace metal;
int2 tint_clamp(int2 e, int2 low, int2 high) {
return min(max(e, low), high);
}
int4 textureLoad2d(texture2d<int, access::sample> tint_symbol, int2 coords, int level) {
uint const level_idx = min(uint(level), (tint_symbol.get_num_mip_levels() - 1u));
return tint_symbol.read(uint2(tint_clamp(coords, int2(0), int2((uint2(tint_symbol.get_width(level_idx), tint_symbol.get_height(level_idx)) - uint2(1u))))), level_idx);
}
void doTextureLoad(texture2d<int, access::sample> tint_symbol_1) {
int4 res = textureLoad2d(tint_symbol_1, int2(0), 0);
}
fragment void fragment_main(texture2d<int, access::sample> tint_symbol_2 [[texture(0)]]) {
doTextureLoad(tint_symbol_2);
return;
}
//
// compute_main
//
#include <metal_stdlib>
using namespace metal;
int2 tint_clamp(int2 e, int2 low, int2 high) {
return min(max(e, low), high);
}
int4 textureLoad2d(texture2d<int, access::sample> tint_symbol, int2 coords, int level) {
uint const level_idx = min(uint(level), (tint_symbol.get_num_mip_levels() - 1u));
return tint_symbol.read(uint2(tint_clamp(coords, int2(0), int2((uint2(tint_symbol.get_width(level_idx), tint_symbol.get_height(level_idx)) - uint2(1u))))), level_idx);
}
void doTextureLoad(texture2d<int, access::sample> tint_symbol_1) {
int4 res = textureLoad2d(tint_symbol_1, int2(0), 0);
}
kernel void compute_main(texture2d<int, access::sample> tint_symbol_2 [[texture(0)]]) {
doTextureLoad(tint_symbol_2);
return;
}