| // 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 |
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| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // 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_cube_array; |
| @group(1) @binding(1) var arg_1: sampler; |
| |
| // fn textureSampleLevel(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: u32, level: i32) -> f32 |
| fn textureSampleLevel_ff11bc() { |
| var res: f32 = textureSampleLevel(arg_0, arg_1, vec3<f32>(1.f), 1u, 1i); |
| prevent_dce = res; |
| } |
| @group(2) @binding(0) var<storage, read_write> prevent_dce : f32; |
| |
| @vertex |
| fn vertex_main() -> @builtin(position) vec4<f32> { |
| textureSampleLevel_ff11bc(); |
| return vec4<f32>(); |
| } |
| |
| @fragment |
| fn fragment_main() { |
| textureSampleLevel_ff11bc(); |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| textureSampleLevel_ff11bc(); |
| } |