dawn-cmake/test/intrinsics/textureLoad/depth_ms.spvasm.expected.hlsl

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HLSL
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Texture2DMS<float4> arg_0 : register(t0, space1);
static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
void textureLoad_6273b1() {
float res = 0.0f;
const float4 x_17 = float4(arg_0.Load(int3(0, 0, 0), 1).x, 0.0f, 0.0f, 0.0f);
res = x_17.x;
return;
}
void tint_symbol_2(float4 tint_symbol) {
tint_symbol_1 = tint_symbol;
return;
}
void vertex_main_1() {
textureLoad_6273b1();
tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f));
return;
}
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct tint_symbol_3 {
float4 tint_symbol_1_1 : SV_Position;
};
vertex_main_out vertex_main_inner() {
vertex_main_1();
const vertex_main_out tint_symbol_4 = {tint_symbol_1};
return tint_symbol_4;
}
tint_symbol_3 vertex_main() {
const vertex_main_out inner_result = vertex_main_inner();
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
return wrapper_result;
}
void fragment_main_1() {
textureLoad_6273b1();
return;
}
void fragment_main() {
fragment_main_1();
return;
}
void compute_main_1() {
textureLoad_6273b1();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
compute_main_1();
return;
}