| #include <metal_stdlib> |
| |
| using namespace metal; |
| int4 textureLoad_8a9988(texture3d<int, access::read> tint_symbol_1) { |
| uint3 arg_1 = uint3(1u); |
| int4 res = tint_symbol_1.read(uint3(arg_1)); |
| return res; |
| } |
| |
| fragment void fragment_main(device int4* tint_symbol_2 [[buffer(0)]], texture3d<int, access::read> tint_symbol_3 [[texture(0)]]) { |
| *(tint_symbol_2) = textureLoad_8a9988(tint_symbol_3); |
| return; |
| } |
| |
| kernel void compute_main(device int4* tint_symbol_4 [[buffer(0)]], texture3d<int, access::read> tint_symbol_5 [[texture(0)]]) { |
| *(tint_symbol_4) = textureLoad_8a9988(tint_symbol_5); |
| return; |
| } |
| |
| struct VertexOutput { |
| float4 pos; |
| int4 prevent_dce; |
| }; |
| |
| struct tint_symbol { |
| int4 prevent_dce [[user(locn0)]] [[flat]]; |
| float4 pos [[position]]; |
| }; |
| |
| VertexOutput vertex_main_inner(texture3d<int, access::read> tint_symbol_6) { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| out.prevent_dce = textureLoad_8a9988(tint_symbol_6); |
| return out; |
| } |
| |
| vertex tint_symbol vertex_main(texture3d<int, access::read> tint_symbol_7 [[texture(0)]]) { |
| VertexOutput const inner_result = vertex_main_inner(tint_symbol_7); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |
| return wrapper_result; |
| } |
| |