2021-06-10 18:49:14 +00:00
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SKIP: FAILED
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Validation Failure:
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struct vertexUniformBuffer1 {
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float2x2 transform1;
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};
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struct vertexUniformBuffer2 {
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float2x2 transform2;
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};
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2021-06-16 09:19:36 +00:00
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ConstantBuffer<vertexUniformBuffer1> x_20 : register(b0, space0);
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ConstantBuffer<vertexUniformBuffer2> x_26 : register(b0, space1);
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2021-06-10 18:49:14 +00:00
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struct tint_symbol_1 {
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int gl_VertexIndex : SV_VertexID;
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};
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struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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2021-06-16 09:19:36 +00:00
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struct tint_array_wrapper {
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float2 arr[3];
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};
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2021-06-10 18:49:14 +00:00
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const int gl_VertexIndex = tint_symbol.gl_VertexIndex;
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2021-06-16 09:19:36 +00:00
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tint_array_wrapper indexable = {{float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f)}};
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2021-06-10 18:49:14 +00:00
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const float2x2 x_23 = x_20.transform1;
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const float2x2 x_28 = x_26.transform2;
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const int x_46 = gl_VertexIndex;
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2021-06-16 09:19:36 +00:00
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const tint_array_wrapper tint_symbol_3 = {{float2(-1.0f, 1.0f), float2(1.0f, 1.0f), float2(-1.0f, -1.0f)}};
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2021-06-10 18:49:14 +00:00
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indexable = tint_symbol_3;
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2021-06-16 09:19:36 +00:00
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const float2 x_51 = indexable.arr[x_46];
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2021-06-10 18:49:14 +00:00
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const float2 x_52 = mul(x_51, float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])));
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const tint_symbol_2 tint_symbol_4 = {float4(x_52.x, x_52.y, 0.0f, 1.0f)};
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return tint_symbol_4;
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}
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warning: DXIL.dll not found. Resulting DXIL will not be signed for use in release environments.
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error: validation errors
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error: SV_VertexID must be uint.
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Validation failed.
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