dawn-cmake/test/tint/buffer/storage/static_index/read.wgsl.expected.fxc.hlsl

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struct Inner {
int scalar_i32;
float scalar_f32;
};
ByteAddressBuffer sb : register(t0);
transform: Fixes for DecomposeMemoryAccess CloneContext::Replace(T* what, T* with) is bug-prone, as complex transforms may want to clone `what` multiple times, or not at all. In both cases, this will likely result in an ICE as either the replacement will be reachable multiple times, or not at all. The CTS test: webgpu:shader,execution,robust_access:linear_memory:storageClass="storage";storageMode="read_write";access="read";atomic=true;baseType="i32" Was triggering this brokenness with DecomposeMemoryAccess's use of CloneContext::Replace(T*, T*). Switch the usage of CloneContext::Replace(T*, T*) to the new function form. As std::function is copyable, it cannot hold a captured std::unique_ptr. This prevented the Replace() lambdas from capturing the necessary `BufferAccess` data, as this held a `std::unique_ptr<Offset>`. To fix this, use a `BlockAllocator` for Offsets, and use raw pointers instead. Because the function passed to Replace() is called just before the node is cloned, insertion of new functions will occur just before the currently evaluated module-scope entity. This allows us to remove the "insert_after" arguments to LoadFunc(), StoreFunc(), and AtomicFunc(). We can also kill the icky InsertGlobal() and TypeDeclOf() helpers. Bug: tint:993 Change-Id: I60972bc13a2fa819a163ee2671f61e82d0e68d2a Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/58222 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
2021-07-15 20:29:09 +00:00
float2x2 sb_load_12(uint offset) {
return float2x2(asfloat(sb.Load2((offset + 0u))), asfloat(sb.Load2((offset + 8u))));
}
float2x3 sb_load_13(uint offset) {
return float2x3(asfloat(sb.Load3((offset + 0u))), asfloat(sb.Load3((offset + 16u))));
}
float2x4 sb_load_14(uint offset) {
return float2x4(asfloat(sb.Load4((offset + 0u))), asfloat(sb.Load4((offset + 16u))));
}
float3x2 sb_load_15(uint offset) {
return float3x2(asfloat(sb.Load2((offset + 0u))), asfloat(sb.Load2((offset + 8u))), asfloat(sb.Load2((offset + 16u))));
}
float3x3 sb_load_16(uint offset) {
return float3x3(asfloat(sb.Load3((offset + 0u))), asfloat(sb.Load3((offset + 16u))), asfloat(sb.Load3((offset + 32u))));
}
float3x4 sb_load_17(uint offset) {
return float3x4(asfloat(sb.Load4((offset + 0u))), asfloat(sb.Load4((offset + 16u))), asfloat(sb.Load4((offset + 32u))));
}
float4x2 sb_load_18(uint offset) {
return float4x2(asfloat(sb.Load2((offset + 0u))), asfloat(sb.Load2((offset + 8u))), asfloat(sb.Load2((offset + 16u))), asfloat(sb.Load2((offset + 24u))));
}
float4x3 sb_load_19(uint offset) {
return float4x3(asfloat(sb.Load3((offset + 0u))), asfloat(sb.Load3((offset + 16u))), asfloat(sb.Load3((offset + 32u))), asfloat(sb.Load3((offset + 48u))));
}
float4x4 sb_load_20(uint offset) {
return float4x4(asfloat(sb.Load4((offset + 0u))), asfloat(sb.Load4((offset + 16u))), asfloat(sb.Load4((offset + 32u))), asfloat(sb.Load4((offset + 48u))));
}
typedef float3 sb_load_21_ret[2];
sb_load_21_ret sb_load_21(uint offset) {
float3 arr[2] = (float3[2])0;
{
for(uint i = 0u; (i < 2u); i = (i + 1u)) {
arr[i] = asfloat(sb.Load3((offset + (i * 16u))));
}
}
return arr;
}
Inner sb_load_22(uint offset) {
const Inner tint_symbol = {asint(sb.Load((offset + 0u))), asfloat(sb.Load((offset + 4u)))};
return tint_symbol;
}
typedef Inner sb_load_23_ret[4];
sb_load_23_ret sb_load_23(uint offset) {
Inner arr_1[4] = (Inner[4])0;
{
for(uint i_1 = 0u; (i_1 < 4u); i_1 = (i_1 + 1u)) {
arr_1[i_1] = sb_load_22((offset + (i_1 * 8u)));
}
}
return arr_1;
}
[numthreads(1, 1, 1)]
void main() {
const float scalar_f32 = asfloat(sb.Load(0u));
const int scalar_i32 = asint(sb.Load(4u));
const uint scalar_u32 = sb.Load(8u);
const float2 vec2_f32 = asfloat(sb.Load2(16u));
const int2 vec2_i32 = asint(sb.Load2(24u));
const uint2 vec2_u32 = sb.Load2(32u);
const float3 vec3_f32 = asfloat(sb.Load3(48u));
const int3 vec3_i32 = asint(sb.Load3(64u));
const uint3 vec3_u32 = sb.Load3(80u);
const float4 vec4_f32 = asfloat(sb.Load4(96u));
const int4 vec4_i32 = asint(sb.Load4(112u));
const uint4 vec4_u32 = sb.Load4(128u);
const float2x2 mat2x2_f32 = sb_load_12(144u);
const float2x3 mat2x3_f32 = sb_load_13(160u);
const float2x4 mat2x4_f32 = sb_load_14(192u);
const float3x2 mat3x2_f32 = sb_load_15(224u);
const float3x3 mat3x3_f32 = sb_load_16(256u);
const float3x4 mat3x4_f32 = sb_load_17(304u);
const float4x2 mat4x2_f32 = sb_load_18(352u);
const float4x3 mat4x3_f32 = sb_load_19(384u);
const float4x4 mat4x4_f32 = sb_load_20(448u);
const float3 arr2_vec3_f32[2] = sb_load_21(512u);
const Inner struct_inner = sb_load_22(544u);
const Inner array_struct_inner[4] = sb_load_23(552u);
return;
}