| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct tint_module_vars_struct { |
| texture2d<int, access::sample> arg_0; |
| }; |
| |
| struct vertex_main_outputs { |
| float4 tint_symbol_1 [[position]]; |
| }; |
| |
| int4 textureLoad2d(texture2d<int, access::sample> tint_symbol, int2 coords, int level) { |
| return tint_symbol.read(uint2(coords), level); |
| } |
| |
| 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); |
| } |
| |
| 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); |
| } |
| |
| 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); |
| } |
| |
| 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}; |
| return vertex_main_outputs{.tint_symbol_1=vertex_main_inner(tint_module_vars)}; |
| } |