dawn-cmake/test/tint/shader_io/vertex_input_mixed_f16.wgsl...

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struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
float4 loc3;
vector<float16_t, 3> loc5;
};
struct tint_symbol_1 {
int loc0 : TEXCOORD0;
uint loc1 : TEXCOORD1;
float loc2 : TEXCOORD2;
float4 loc3 : TEXCOORD3;
float16_t loc4 : TEXCOORD4;
vector<float16_t, 3> loc5 : TEXCOORD5;
uint vertex_index : SV_VertexID;
uint instance_index : SV_InstanceID;
};
struct tint_symbol_2 {
float4 value : SV_Position;
};
float4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1, float16_t loc4) {
const uint foo = (inputs0.vertex_index + instance_index);
const int i = inputs0.loc0;
const uint u = loc1;
const float f = inputs1.loc2;
const float4 v = inputs1.loc3;
const float16_t x = loc4;
const vector<float16_t, 3> y = inputs1.loc5;
return (0.0f).xxxx;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const VertexInputs0 tint_symbol_3 = {tint_symbol.vertex_index, tint_symbol.loc0};
const VertexInputs1 tint_symbol_4 = {tint_symbol.loc2, tint_symbol.loc3, tint_symbol.loc5};
const float4 inner_result = main_inner(tint_symbol_3, tint_symbol.loc1, tint_symbol.instance_index, tint_symbol_4, tint_symbol.loc4);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.value = inner_result;
return wrapper_result;
}