1#include <metal_stdlib>
2
3using namespace metal;
4struct tint_symbol {
5  float4 value [[position]];
6};
7
8void textureDimensions_318ecc(texture1d<uint, access::write> tint_symbol_1) {
9  int res = int(tint_symbol_1.get_width());
10}
11
12float4 vertex_main_inner(texture1d<uint, access::write> tint_symbol_2) {
13  textureDimensions_318ecc(tint_symbol_2);
14  return float4();
15}
16
17vertex tint_symbol vertex_main(texture1d<uint, access::write> tint_symbol_3 [[texture(0)]]) {
18  float4 const inner_result = vertex_main_inner(tint_symbol_3);
19  tint_symbol wrapper_result = {};
20  wrapper_result.value = inner_result;
21  return wrapper_result;
22}
23
24fragment void fragment_main(texture1d<uint, access::write> tint_symbol_4 [[texture(0)]]) {
25  textureDimensions_318ecc(tint_symbol_4);
26  return;
27}
28
29kernel void compute_main(texture1d<uint, access::write> tint_symbol_5 [[texture(0)]]) {
30  textureDimensions_318ecc(tint_symbol_5);
31  return;
32}
33
34