dawn-cmake/test/tint/shader_io/fragment_input_mixed_f16.wg...

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struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
vector<float16_t, 3> loc5;
uint sample_mask;
};
struct tint_symbol_1 {
nointerpolation int loc0 : TEXCOORD0;
nointerpolation uint loc1 : TEXCOORD1;
float loc2 : TEXCOORD2;
float4 loc3 : TEXCOORD3;
float16_t loc4 : TEXCOORD4;
vector<float16_t, 3> loc5 : TEXCOORD5;
float4 position : SV_Position;
bool front_facing : SV_IsFrontFace;
uint sample_index : SV_SampleIndex;
uint sample_mask : SV_Coverage;
};
void main_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, float16_t loc4) {
if (front_facing) {
const float4 foo = inputs0.position;
const uint bar = (sample_index + inputs1.sample_mask);
const int i = inputs0.loc0;
const uint u = loc1;
const float f = loc2;
const float4 v = inputs1.loc3;
const float16_t x = loc4;
const vector<float16_t, 3> y = inputs1.loc5;
}
}
void main(tint_symbol_1 tint_symbol) {
const FragmentInputs0 tint_symbol_2 = {tint_symbol.position, tint_symbol.loc0};
const FragmentInputs1 tint_symbol_3 = {tint_symbol.loc3, tint_symbol.loc5, tint_symbol.sample_mask};
main_inner(tint_symbol_2, tint_symbol.front_facing, tint_symbol.loc1, tint_symbol.sample_index, tint_symbol_3, tint_symbol.loc2, tint_symbol.loc4);
return;
}