| // | 
 | // vertex_main | 
 | // | 
 | #include <metal_stdlib> | 
 | using namespace metal; | 
 |  | 
 | struct tint_module_vars_struct { | 
 |   texture2d<int, access::sample> arg_0; | 
 | }; | 
 |  | 
 | struct vertex_main_outputs { | 
 |   float4 tint_symbol [[position]]; | 
 | }; | 
 |  | 
 | int4 textureLoad2d(texture2d<int, access::sample> v, int2 coords, int level) { | 
 |   uint const v_1 = min(uint(level), (v.get_num_mip_levels() - 1u)); | 
 |   uint2 const v_2 = (uint2(v.get_width(v_1), v.get_height(v_1)) - uint2(1u)); | 
 |   return v.read(min(uint2(coords), v_2), v_1); | 
 | } | 
 |  | 
 | void doTextureLoad(tint_module_vars_struct tint_module_vars) { | 
 |   int4 res = textureLoad2d(tint_module_vars.arg_0, int2(0), 0); | 
 | } | 
 |  | 
 | float4 vertex_main_inner(tint_module_vars_struct tint_module_vars) { | 
 |   doTextureLoad(tint_module_vars); | 
 |   return float4(0.0f); | 
 | } | 
 |  | 
 | vertex vertex_main_outputs vertex_main(texture2d<int, access::sample> arg_0 [[texture(0)]]) { | 
 |   tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0}; | 
 |   vertex_main_outputs tint_wrapper_result = {}; | 
 |   tint_wrapper_result.tint_symbol = vertex_main_inner(tint_module_vars); | 
 |   return tint_wrapper_result; | 
 | } | 
 | // | 
 | // fragment_main | 
 | // | 
 | #include <metal_stdlib> | 
 | using namespace metal; | 
 |  | 
 | struct tint_module_vars_struct { | 
 |   texture2d<int, access::sample> arg_0; | 
 | }; | 
 |  | 
 | int4 textureLoad2d(texture2d<int, access::sample> v, int2 coords, int level) { | 
 |   uint const v_1 = min(uint(level), (v.get_num_mip_levels() - 1u)); | 
 |   uint2 const v_2 = (uint2(v.get_width(v_1), v.get_height(v_1)) - uint2(1u)); | 
 |   return v.read(min(uint2(coords), v_2), v_1); | 
 | } | 
 |  | 
 | void doTextureLoad(tint_module_vars_struct tint_module_vars) { | 
 |   int4 res = textureLoad2d(tint_module_vars.arg_0, int2(0), 0); | 
 | } | 
 |  | 
 | fragment void fragment_main(texture2d<int, access::sample> arg_0 [[texture(0)]]) { | 
 |   tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0}; | 
 |   doTextureLoad(tint_module_vars); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #include <metal_stdlib> | 
 | using namespace metal; | 
 |  | 
 | struct tint_module_vars_struct { | 
 |   texture2d<int, access::sample> arg_0; | 
 | }; | 
 |  | 
 | int4 textureLoad2d(texture2d<int, access::sample> v, int2 coords, int level) { | 
 |   uint const v_1 = min(uint(level), (v.get_num_mip_levels() - 1u)); | 
 |   uint2 const v_2 = (uint2(v.get_width(v_1), v.get_height(v_1)) - uint2(1u)); | 
 |   return v.read(min(uint2(coords), v_2), v_1); | 
 | } | 
 |  | 
 | void doTextureLoad(tint_module_vars_struct tint_module_vars) { | 
 |   int4 res = textureLoad2d(tint_module_vars.arg_0, int2(0), 0); | 
 | } | 
 |  | 
 | kernel void compute_main(texture2d<int, access::sample> arg_0 [[texture(0)]]) { | 
 |   tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0}; | 
 |   doTextureLoad(tint_module_vars); | 
 | } |