blob: 9e5a78282c0be96b4dcad13c2b859361e67a205d [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct tint_module_vars_struct {
device float* prevent_dce;
depth2d_array<float, access::sample> arg_0;
sampler arg_1;
};
struct VertexOutput {
float4 pos;
float prevent_dce;
};
struct vertex_main_outputs {
float4 VertexOutput_pos [[position]];
float VertexOutput_prevent_dce [[user(locn0)]] [[flat]];
};
float textureSampleCompareLevel_b6e47c(tint_module_vars_struct tint_module_vars) {
float2 arg_2 = float2(1.0f);
int arg_3 = 1;
float arg_4 = 1.0f;
float2 const v = arg_2;
int const v_1 = arg_3;
float const v_2 = arg_4;
level const v_3 = level(0u);
float res = tint_module_vars.arg_0.sample_compare(tint_module_vars.arg_1, v, max(v_1, 0), v_2, v_3, int2(1));
return res;
}
fragment void fragment_main(device float* prevent_dce [[buffer(0)]], depth2d_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0, .arg_1=arg_1};
(*tint_module_vars.prevent_dce) = textureSampleCompareLevel_b6e47c(tint_module_vars);
}
kernel void compute_main(device float* prevent_dce [[buffer(0)]], depth2d_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0, .arg_1=arg_1};
(*tint_module_vars.prevent_dce) = textureSampleCompareLevel_b6e47c(tint_module_vars);
}
VertexOutput vertex_main_inner(tint_module_vars_struct tint_module_vars) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureSampleCompareLevel_b6e47c(tint_module_vars);
return out;
}
vertex vertex_main_outputs vertex_main(depth2d_array<float, access::sample> arg_0 [[texture(0)]], sampler arg_1 [[sampler(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0, .arg_1=arg_1};
VertexOutput const v_4 = vertex_main_inner(tint_module_vars);
return vertex_main_outputs{.VertexOutput_pos=v_4.pos, .VertexOutput_prevent_dce=v_4.prevent_dce};
}