blob: 96aee0fde03ba2ba81100388ad3124ce0524190d [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct tint_module_vars_struct {
device uint4* prevent_dce;
texture2d_array<uint, access::sample> arg_0;
};
struct VertexOutput {
float4 pos;
uint4 prevent_dce;
};
struct vertex_main_outputs {
float4 VertexOutput_pos [[position]];
uint4 VertexOutput_prevent_dce [[user(locn0)]] [[flat]];
};
uint4 textureLoad_7ab4df(tint_module_vars_struct tint_module_vars) {
int2 arg_1 = int2(1);
uint arg_2 = 1u;
int arg_3 = 1;
int2 const v = arg_1;
uint const v_1 = min(arg_2, (tint_module_vars.arg_0.get_array_size() - 1u));
uint const v_2 = min(uint(arg_3), (tint_module_vars.arg_0.get_num_mip_levels() - 1u));
uint2 const v_3 = (uint2(tint_module_vars.arg_0.get_width(v_2), tint_module_vars.arg_0.get_height(v_2)) - uint2(1u));
uint4 res = tint_module_vars.arg_0.read(min(uint2(v), v_3), v_1, v_2);
return res;
}
fragment void fragment_main(device uint4* prevent_dce [[buffer(0)]], texture2d_array<uint, access::sample> arg_0 [[texture(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0};
(*tint_module_vars.prevent_dce) = textureLoad_7ab4df(tint_module_vars);
}
kernel void compute_main(device uint4* prevent_dce [[buffer(0)]], texture2d_array<uint, access::sample> arg_0 [[texture(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.prevent_dce=prevent_dce, .arg_0=arg_0};
(*tint_module_vars.prevent_dce) = textureLoad_7ab4df(tint_module_vars);
}
VertexOutput vertex_main_inner(tint_module_vars_struct tint_module_vars) {
VertexOutput out = {};
out.pos = float4(0.0f);
out.prevent_dce = textureLoad_7ab4df(tint_module_vars);
return out;
}
vertex vertex_main_outputs vertex_main(texture2d_array<uint, access::sample> arg_0 [[texture(0)]]) {
tint_module_vars_struct const tint_module_vars = tint_module_vars_struct{.arg_0=arg_0};
VertexOutput const v_4 = vertex_main_inner(tint_module_vars);
vertex_main_outputs tint_wrapper_result = {};
tint_wrapper_result.VertexOutput_pos = v_4.pos;
tint_wrapper_result.VertexOutput_prevent_dce = v_4.prevent_dce;
return tint_wrapper_result;
}