[writer]: AppendVector() - support zero value vectors

These were not correctly handled, causing multiple writer issues.

Updated test stats:
3248 tests run, 2693 tests pass, 555 tests skipped, 0 tests failed

Fixed: tint:757
Change-Id: If92e9c2ceefe986c92ca47d23c8d6b64b155ca49
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53081
Auto-Submit: Ben Clayton <bclayton@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
This commit is contained in:
Ben Clayton 2021-06-03 15:08:14 +00:00 committed by Tint LUCI CQ
parent b07a7cead6
commit 55ca24e696
160 changed files with 801 additions and 3083 deletions

View File

@ -57,6 +57,11 @@ ast::TypeConstructorExpression* AppendVector(ProgramBuilder* b,
packed_el_ty = b->create<ast::U32>();
} else if (packed_el_sem_ty->Is<sem::F32>()) {
packed_el_ty = b->create<ast::F32>();
} else if (packed_el_sem_ty->Is<sem::Bool>()) {
packed_el_ty = b->create<ast::Bool>();
} else {
TINT_UNREACHABLE(b->Diagnostics()) << "unsupported vector element type: "
<< packed_el_sem_ty->TypeInfo().name;
}
auto* statement = vector_sem->Stmt();
@ -69,6 +74,32 @@ ast::TypeConstructorExpression* AppendVector(ProgramBuilder* b,
ast::ExpressionList packed;
if (auto* vc = AsVectorConstructor(b, vector)) {
packed = vc->values();
if (packed.size() == 0) {
// Zero-value vector constructor. Populate with zeros
auto buildZero = [&]() -> ast::ScalarConstructorExpression* {
if (packed_el_sem_ty->Is<sem::I32>()) {
return b->Expr(0);
} else if (packed_el_sem_ty->Is<sem::U32>()) {
return b->Expr(0u);
} else if (packed_el_sem_ty->Is<sem::F32>()) {
return b->Expr(0.0f);
} else if (packed_el_sem_ty->Is<sem::Bool>()) {
return b->Expr(false);
} else {
TINT_UNREACHABLE(b->Diagnostics())
<< "unsupported vector element type: "
<< packed_el_sem_ty->TypeInfo().name;
}
return nullptr;
};
for (uint32_t i = 0; i < packed_size - 1; i++) {
auto* zero = buildZero();
b->Sem().Add(zero, b->create<sem::Expression>(zero, packed_el_sem_ty,
statement));
packed.emplace_back(zero);
}
}
} else {
packed.emplace_back(vector);
}

View File

@ -27,9 +27,6 @@ class TypeConstructorExpression;
namespace writer {
/// A helper function used to append a vector with an additional scalar.
/// AppendVector is used to generate texture intrinsic function calls for
/// backends that expect the texture coordinates to be packed with an additional
/// mip-level or array-index parameter.
/// All types must have been assigned to the expressions and their child nodes
/// before calling.
/// @param builder the program builder.

View File

@ -162,6 +162,46 @@ TEST_F(AppendVectorTest, Vec2i32Var_f32Var) {
EXPECT_EQ(f32_to_i32->values()[0], scalar_3);
}
TEST_F(AppendVectorTest, Vec2boolVar_boolVar) {
Global("vec_12", ty.vec2<bool>(), ast::StorageClass::kInput);
Global("scalar_3", ty.bool_(), ast::StorageClass::kInput);
auto* vec_12 = Expr("vec_12");
auto* scalar_3 = Expr("scalar_3");
WrapInFunction(vec_12, scalar_3);
resolver::Resolver resolver(this);
ASSERT_TRUE(resolver.Resolve()) << resolver.error();
auto* vec_123 = AppendVector(this, vec_12, scalar_3)
->As<ast::TypeConstructorExpression>();
ASSERT_NE(vec_123, nullptr);
ASSERT_EQ(vec_123->values().size(), 2u);
EXPECT_EQ(vec_123->values()[0], vec_12);
EXPECT_EQ(vec_123->values()[1], scalar_3);
}
TEST_F(AppendVectorTest, ZeroVec3i32_i32) {
auto* scalar = Expr(4);
auto* vec000 = vec3<i32>();
WrapInFunction(vec000, scalar);
resolver::Resolver resolver(this);
ASSERT_TRUE(resolver.Resolve()) << resolver.error();
auto* vec_0004 =
AppendVector(this, vec000, scalar)->As<ast::TypeConstructorExpression>();
ASSERT_NE(vec_0004, nullptr);
ASSERT_EQ(vec_0004->values().size(), 4u);
for (size_t i = 0; i < 3; i++) {
auto* ctor = vec_0004->values()[i]->As<ast::ScalarConstructorExpression>();
ASSERT_NE(ctor, nullptr);
auto* literal = As<ast::SintLiteral>(ctor->literal());
ASSERT_NE(literal, nullptr);
EXPECT_EQ(literal->value(), 0);
}
EXPECT_EQ(vec_0004->values()[3], scalar);
}
} // namespace
} // namespace writer
} // namespace tint

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<uint4> arg_0 : register(t0, space1);
void textureLoad_050c33() {
uint4 res = arg_0.Load(int3(0));
uint4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_BGB5F4:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_BGB5F4:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_BGB5F4:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_072e26() {
float4 res = arg_0.Load(int4(1, 0));
float4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_el2pSF:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_el2pSF:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_el2pSF:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_072e26 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageRead %v4float %14 %18
%12 = OpImageRead %v4float %14 %19
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_072e26
%26 = OpFunctionCall %void %textureLoad_072e26
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_072e26
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_072e26
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_072e26
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_072e26
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_078bc4() {
float4 res = arg_0.Load(int3(0));
float4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_2mt0JA:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_2mt0JA:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_2mt0JA:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<uint4> arg_0 : register(t0, space1);
void textureLoad_127e12() {
uint4 res = arg_0.Load(int4(1, 0));
uint4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_E7lo1I:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_E7lo1I:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_E7lo1I:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 33
; Bound: 34
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -36,38 +34,33 @@ SKIP: FAILED
%v4uint = OpTypeVector %uint 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4uint = OpTypePointer Function %v4uint
%22 = OpConstantNull %v4uint
%23 = OpConstantNull %v4uint
%float_1 = OpConstant %float 1
%textureLoad_127e12 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4uint Function %22
%res = OpVariable %_ptr_Function_v4uint Function %23
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4uint %15 %19
%13 = OpImageRead %v4uint %15 %20
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%24 = OpLabel
%25 = OpLabel
OpStore %tint_pointsize %float_1
%26 = OpFunctionCall %void %textureLoad_127e12
%27 = OpFunctionCall %void %textureLoad_127e12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_127e12
%29 = OpLabel
%30 = OpFunctionCall %void %textureLoad_127e12
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_127e12
%32 = OpLabel
%33 = OpFunctionCall %void %textureLoad_127e12
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D arg_0 : register(t0, space1);
void textureLoad_19cf87() {
float res = arg_0.Load(int3(0), 1);
float res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,27 +20,3 @@ void compute_main() {
return;
}
tint_ZX1vzT:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
float res = arg_0.Load(int3(0), 1);
^
tint_ZX1vzT:4:9: warning: implicit truncation of vector type [-Wconversion]
float res = arg_0.Load(int3(0), 1);
^
tint_ZX1vzT:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
float res = arg_0.Load(int3(0), 1);
^
tint_ZX1vzT:4:9: warning: implicit truncation of vector type [-Wconversion]
float res = arg_0.Load(int3(0), 1);
^
tint_ZX1vzT:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
float res = arg_0.Load(int3(0), 1);
^
tint_ZX1vzT:4:9: warning: implicit truncation of vector type [-Wconversion]
float res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_1a062f() {
float4 res = arg_0.Load(int4(1, 0));
float4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_ONx53X:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_ONx53X:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_ONx53X:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_1a062f = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageRead %v4float %14 %18
%12 = OpImageRead %v4float %14 %19
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_1a062f
%26 = OpFunctionCall %void %textureLoad_1a062f
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_1a062f
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_1a062f
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_1a062f
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_1a062f
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_1f2016() {
float4 res = arg_0.Load(int4(0), 1);
float4 res = arg_0.Load(int4(0, 0, 0, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_jDpZEi:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0), 1);
^
tint_jDpZEi:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0), 1);
^
tint_jDpZEi:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_20fa2f() {
float4 res = arg_0.Load(int4(1, 0));
float4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_yeLScq:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_yeLScq:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_yeLScq:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpCapability StorageImageExtendedFormats
@ -36,38 +34,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_20fa2f = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageRead %v4float %14 %18
%12 = OpImageRead %v4float %14 %19
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_20fa2f
%26 = OpFunctionCall %void %textureLoad_20fa2f
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_20fa2f
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_20fa2f
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_20fa2f
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_20fa2f
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<int4> arg_0 : register(t0, space1);
void textureLoad_2ae485() {
int4 res = arg_0.Load(int3(0));
int4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_I3bEM0:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_I3bEM0:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_I3bEM0:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<uint4> arg_0 : register(t0, space1);
void textureLoad_3c0d9e() {
uint4 res = arg_0.Load(int3(0));
uint4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_nGEaN9:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_nGEaN9:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_nGEaN9:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_3c9587() {
float4 res = arg_0.Load(int3(0));
float4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_NY3dUf:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_NY3dUf:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_NY3dUf:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<int4> arg_0 : register(t0, space1);
void textureLoad_3d001b() {
int4 res = arg_0.Load(int4(0));
int4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_7HF8Og:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_7HF8Og:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_7HF8Og:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_3d9c90() {
float4 res = arg_0.Load(int4(0));
float4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_DNXias:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_DNXias:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_DNXias:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_484344() {
float4 res = arg_0.Load(int3(0), 1);
float4 res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_UQRhQC:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 1);
^
tint_UQRhQC:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 1);
^
tint_UQRhQC:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<int4> arg_0 : register(t0, space1);
void textureLoad_4fd803() {
int4 res = arg_0.Load(int4(0), 1);
int4 res = arg_0.Load(int4(0, 0, 0, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_njXxtO:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0), 1);
^
tint_njXxtO:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0), 1);
^
tint_njXxtO:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<int4> arg_0 : register(t0, space1);
void textureLoad_505aa2() {
int4 res = arg_0.Load(int4(0));
int4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_sHFgpf:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_sHFgpf:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_sHFgpf:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<int4> arg_0 : register(t0, space1);
void textureLoad_53378a() {
int4 res = arg_0.Load(int3(0));
int4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_OBikHu:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_OBikHu:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_OBikHu:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<int4> arg_0 : register(t0, space1);
void textureLoad_560573() {
int4 res = arg_0.Load(int4(1, 0));
int4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_VTctXI:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_VTctXI:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_VTctXI:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%9 = OpTypeFunction %void
%v4int = OpTypeVector %int 4
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4int = OpTypePointer Function %v4int
%21 = OpConstantNull %v4int
%22 = OpConstantNull %v4int
%float_1 = OpConstant %float 1
%textureLoad_560573 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4int Function %21
%res = OpVariable %_ptr_Function_v4int Function %22
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4int %15 %18
%13 = OpImageRead %v4int %15 %19
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_560573
%26 = OpFunctionCall %void %textureLoad_560573
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_560573
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_560573
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_560573
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_560573
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<int4> arg_0 : register(t0, space1);
void textureLoad_582015() {
int4 res = arg_0.Load(int4(1, 0));
int4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_zwnAkS:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_zwnAkS:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_zwnAkS:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%9 = OpTypeFunction %void
%v4int = OpTypeVector %int 4
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4int = OpTypePointer Function %v4int
%21 = OpConstantNull %v4int
%22 = OpConstantNull %v4int
%float_1 = OpConstant %float 1
%textureLoad_582015 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4int Function %21
%res = OpVariable %_ptr_Function_v4int Function %22
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4int %15 %18
%13 = OpImageRead %v4int %15 %19
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_582015
%26 = OpFunctionCall %void %textureLoad_582015
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_582015
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_582015
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_582015
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_582015
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<uint4> arg_0 : register(t0, space1);
void textureLoad_5d0a2f() {
uint4 res = arg_0.Load(int4(1, 0));
uint4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_6yX9g1:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_6yX9g1:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_6yX9g1:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 33
; Bound: 34
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -36,38 +34,33 @@ SKIP: FAILED
%v4uint = OpTypeVector %uint 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4uint = OpTypePointer Function %v4uint
%22 = OpConstantNull %v4uint
%23 = OpConstantNull %v4uint
%float_1 = OpConstant %float 1
%textureLoad_5d0a2f = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4uint Function %22
%res = OpVariable %_ptr_Function_v4uint Function %23
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4uint %15 %19
%13 = OpImageRead %v4uint %15 %20
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%24 = OpLabel
%25 = OpLabel
OpStore %tint_pointsize %float_1
%26 = OpFunctionCall %void %textureLoad_5d0a2f
%27 = OpFunctionCall %void %textureLoad_5d0a2f
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_5d0a2f
%29 = OpLabel
%30 = OpFunctionCall %void %textureLoad_5d0a2f
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_5d0a2f
%32 = OpLabel
%33 = OpFunctionCall %void %textureLoad_5d0a2f
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<uint4> arg_0 : register(t0, space1);
void textureLoad_6154d4() {
uint4 res = arg_0.Load(int3(0), 1);
uint4 res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_QZYT9D:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0), 1);
^
tint_QZYT9D:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0), 1);
^
tint_QZYT9D:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_62d125() {
float4 res = arg_0.Load(int4(0));
float4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_Q3PltH:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_Q3PltH:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_Q3PltH:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<uint4> arg_0 : register(t0, space1);
void textureLoad_67edca() {
uint4 res = arg_0.Load(int4(0));
uint4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_YIVt97:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_YIVt97:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_YIVt97:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<uint4> arg_0 : register(t0, space1);
void textureLoad_749704() {
uint4 res = arg_0.Load(int3(0));
uint4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_Jwx5mi:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_Jwx5mi:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_Jwx5mi:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<int4> arg_0 : register(t0, space1);
void textureLoad_79e697() {
int4 res = arg_0.Load(int4(1, 0), 1);
int4 res = arg_0.Load(int4(0, 0, 1, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_P9Drzs:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0), 1);
^
tint_P9Drzs:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0), 1);
^
tint_P9Drzs:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0), 1);
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -34,38 +32,33 @@ SKIP: FAILED
%9 = OpTypeFunction %void
%v4int = OpTypeVector %int 4
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4int = OpTypePointer Function %v4int
%21 = OpConstantNull %v4int
%22 = OpConstantNull %v4int
%float_1 = OpConstant %float 1
%textureLoad_79e697 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4int Function %21
%res = OpVariable %_ptr_Function_v4int Function %22
%15 = OpLoad %7 %arg_0
%13 = OpImageFetch %v4int %15 %18 Lod %int_1
%13 = OpImageFetch %v4int %15 %19 Lod %int_1
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_79e697
%26 = OpFunctionCall %void %textureLoad_79e697
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_79e697
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_79e697
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_79e697
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_79e697
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<uint4> arg_0 : register(t0, space1);
void textureLoad_7c90e5() {
uint4 res = arg_0.Load(int4(1, 0), 1);
uint4 res = arg_0.Load(int4(0, 0, 1, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_BFevEy:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0), 1);
^
tint_BFevEy:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0), 1);
^
tint_BFevEy:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0), 1);
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 33
; Bound: 34
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%v4uint = OpTypeVector %uint 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4uint = OpTypePointer Function %v4uint
%22 = OpConstantNull %v4uint
%23 = OpConstantNull %v4uint
%float_1 = OpConstant %float 1
%textureLoad_7c90e5 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4uint Function %22
%res = OpVariable %_ptr_Function_v4uint Function %23
%15 = OpLoad %7 %arg_0
%13 = OpImageFetch %v4uint %15 %19 Lod %int_1
%13 = OpImageFetch %v4uint %15 %20 Lod %int_1
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%24 = OpLabel
%25 = OpLabel
OpStore %tint_pointsize %float_1
%26 = OpFunctionCall %void %textureLoad_7c90e5
%27 = OpFunctionCall %void %textureLoad_7c90e5
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_7c90e5
%29 = OpLabel
%30 = OpFunctionCall %void %textureLoad_7c90e5
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_7c90e5
%32 = OpLabel
%33 = OpFunctionCall %void %textureLoad_7c90e5
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_87be85() {
float4 res = arg_0.Load(int4(1, 0), 1);
float4 res = arg_0.Load(int4(0, 0, 1, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_vATPFA:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0), 1);
^
tint_vATPFA:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0), 1);
^
tint_vATPFA:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0), 1);
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -34,38 +32,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_87be85 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageFetch %v4float %14 %18 Lod %int_1
%12 = OpImageFetch %v4float %14 %19 Lod %int_1
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_87be85
%26 = OpFunctionCall %void %textureLoad_87be85
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_87be85
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_87be85
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_87be85
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_87be85
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_8acf41() {
float4 res = arg_0.Load(int3(0), 0);
float4 res = arg_0.Load(int3(0, 0, 0), 0);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_ZQ8VDM:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 0);
^
tint_ZQ8VDM:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 0);
^
tint_ZQ8VDM:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 0);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<uint4> arg_0 : register(t0, space1);
void textureLoad_8e5032() {
uint4 res = arg_0.Load(int4(1, 0));
uint4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_nKMIU1:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_nKMIU1:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_nKMIU1:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 33
; Bound: 34
; Schema: 0
OpCapability Shader
OpCapability StorageImageExtendedFormats
@ -37,38 +35,33 @@ SKIP: FAILED
%v4uint = OpTypeVector %uint 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4uint = OpTypePointer Function %v4uint
%22 = OpConstantNull %v4uint
%23 = OpConstantNull %v4uint
%float_1 = OpConstant %float 1
%textureLoad_8e5032 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4uint Function %22
%res = OpVariable %_ptr_Function_v4uint Function %23
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4uint %15 %19
%13 = OpImageRead %v4uint %15 %20
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%24 = OpLabel
%25 = OpLabel
OpStore %tint_pointsize %float_1
%26 = OpFunctionCall %void %textureLoad_8e5032
%27 = OpFunctionCall %void %textureLoad_8e5032
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_8e5032
%29 = OpLabel
%30 = OpFunctionCall %void %textureLoad_8e5032
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_8e5032
%32 = OpLabel
%33 = OpFunctionCall %void %textureLoad_8e5032
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_936952() {
float4 res = arg_0.Load(int4(1, 0));
float4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_5agKeg:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_5agKeg:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_5agKeg:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_936952 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageRead %v4float %14 %18
%12 = OpImageRead %v4float %14 %19
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_936952
%26 = OpFunctionCall %void %textureLoad_936952
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_936952
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_936952
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_936952
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_936952
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<uint4> arg_0 : register(t0, space1);
void textureLoad_9a7c90() {
uint4 res = arg_0.Load(int4(0));
uint4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_AO9JZy:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_AO9JZy:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_AO9JZy:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray arg_0 : register(t0, space1);
void textureLoad_9b2667() {
float res = arg_0.Load(int4(1, 0), 1);
float res = arg_0.Load(int4(0, 0, 1, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_J1cKa6:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
float res = arg_0.Load(int4(1, 0), 1);
^
tint_J1cKa6:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
float res = arg_0.Load(int4(1, 0), 1);
^
tint_J1cKa6:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
float res = arg_0.Load(int4(1, 0), 1);
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -34,38 +32,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_float = OpTypePointer Function %float
%float_1 = OpConstant %float 1
%textureLoad_9b2667 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_float Function %4
%15 = OpLoad %7 %arg_0
%13 = OpImageFetch %v4float %15 %19 Lod %int_1
%13 = OpImageFetch %v4float %15 %20 Lod %int_1
%12 = OpCompositeExtract %float %13 0
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_9b2667
%26 = OpFunctionCall %void %textureLoad_9b2667
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_9b2667
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_9b2667
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_9b2667
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_9b2667
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_9c2a14() {
float4 res = arg_0.Load(int3(0));
float4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_Z4LvLC:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_Z4LvLC:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_Z4LvLC:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DMS<float4> arg_0 : register(t0, space1);
void textureLoad_a583c9() {
float4 res = arg_0.Load(int3(0), 1);
float4 res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,27 +20,3 @@ void compute_main() {
return;
}
tint_0qET7a:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 1);
^
tint_0qET7a:4:27: warning: implicit truncation of vector type [-Wconversion]
float4 res = arg_0.Load(int3(0), 1);
^
tint_0qET7a:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 1);
^
tint_0qET7a:4:27: warning: implicit truncation of vector type [-Wconversion]
float4 res = arg_0.Load(int3(0), 1);
^
tint_0qET7a:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0), 1);
^
tint_0qET7a:4:27: warning: implicit truncation of vector type [-Wconversion]
float4 res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_a6a85a() {
float4 res = arg_0.Load(int4(0));
float4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_5T6Aqu:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_5T6Aqu:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_5T6Aqu:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<int4> arg_0 : register(t0, space1);
void textureLoad_a6b61d() {
int4 res = arg_0.Load(int4(1, 0));
int4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_zy9Rzv:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_zy9Rzv:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_zy9Rzv:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%9 = OpTypeFunction %void
%v4int = OpTypeVector %int 4
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4int = OpTypePointer Function %v4int
%21 = OpConstantNull %v4int
%22 = OpConstantNull %v4int
%float_1 = OpConstant %float 1
%textureLoad_a6b61d = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4int Function %21
%res = OpVariable %_ptr_Function_v4int Function %22
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4int %15 %18
%13 = OpImageRead %v4int %15 %19
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_a6b61d
%26 = OpFunctionCall %void %textureLoad_a6b61d
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_a6b61d
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_a6b61d
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_a6b61d
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_a6b61d
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<int4> arg_0 : register(t0, space1);
void textureLoad_a7a3c3() {
int4 res = arg_0.Load(int4(0));
int4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_bip4TJ:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_bip4TJ:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_bip4TJ:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<uint4> arg_0 : register(t0, space1);
void textureLoad_a9a9f5() {
uint4 res = arg_0.Load(int4(0), 1);
uint4 res = arg_0.Load(int4(0, 0, 0, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_bOsi23:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0), 1);
^
tint_bOsi23:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0), 1);
^
tint_bOsi23:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<int4> arg_0 : register(t0, space1);
void textureLoad_b1bf79() {
int4 res = arg_0.Load(int4(0));
int4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_IIBxye:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_IIBxye:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_IIBxye:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_b58c6d() {
float4 res = arg_0.Load(int4(1, 0));
float4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_w6a5sI:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_w6a5sI:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_w6a5sI:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_b58c6d = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageRead %v4float %14 %18
%12 = OpImageRead %v4float %14 %19
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_b58c6d
%26 = OpFunctionCall %void %textureLoad_b58c6d
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_b58c6d
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_b58c6d
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_b58c6d
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_b58c6d
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<uint4> arg_0 : register(t0, space1);
void textureLoad_b6c458() {
uint4 res = arg_0.Load(int3(0));
uint4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_VnSeLa:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_VnSeLa:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_VnSeLa:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<uint4> arg_0 : register(t0, space1);
void textureLoad_bfd154() {
uint4 res = arg_0.Load(int4(0));
uint4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_MeG28m:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_MeG28m:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_MeG28m:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_c07013() {
float4 res = arg_0.Load(int3(0));
float4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_vwsIDu:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_vwsIDu:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_vwsIDu:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<int4> arg_0 : register(t0, space1);
void textureLoad_c2a480() {
int4 res = arg_0.Load(int3(0), 1);
int4 res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_iO1fuJ:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0), 1);
^
tint_iO1fuJ:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0), 1);
^
tint_iO1fuJ:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DMS<uint4> arg_0 : register(t0, space1);
void textureLoad_c378ee() {
uint4 res = arg_0.Load(int3(0), 1);
uint4 res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,27 +20,3 @@ void compute_main() {
return;
}
tint_xcs7fj:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0), 1);
^
tint_xcs7fj:4:26: warning: implicit truncation of vector type [-Wconversion]
uint4 res = arg_0.Load(int3(0), 1);
^
tint_xcs7fj:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0), 1);
^
tint_xcs7fj:4:26: warning: implicit truncation of vector type [-Wconversion]
uint4 res = arg_0.Load(int3(0), 1);
^
tint_xcs7fj:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0), 1);
^
tint_xcs7fj:4:26: warning: implicit truncation of vector type [-Wconversion]
uint4 res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<uint4> arg_0 : register(t0, space1);
void textureLoad_c40dcb() {
uint4 res = arg_0.Load(int4(1, 0));
uint4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_nOyzgu:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_nOyzgu:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_nOyzgu:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 33
; Bound: 34
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -36,38 +34,33 @@ SKIP: FAILED
%v4uint = OpTypeVector %uint 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4uint = OpTypePointer Function %v4uint
%22 = OpConstantNull %v4uint
%23 = OpConstantNull %v4uint
%float_1 = OpConstant %float 1
%textureLoad_c40dcb = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4uint Function %22
%res = OpVariable %_ptr_Function_v4uint Function %23
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4uint %15 %19
%13 = OpImageRead %v4uint %15 %20
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%24 = OpLabel
%25 = OpLabel
OpStore %tint_pointsize %float_1
%26 = OpFunctionCall %void %textureLoad_c40dcb
%27 = OpFunctionCall %void %textureLoad_c40dcb
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_c40dcb
%29 = OpLabel
%30 = OpFunctionCall %void %textureLoad_c40dcb
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_c40dcb
%32 = OpLabel
%33 = OpFunctionCall %void %textureLoad_c40dcb
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_c456bc() {
float4 res = arg_0.Load(int4(0));
float4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_QnncaH:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_QnncaH:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_QnncaH:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_d5c48d() {
float4 res = arg_0.Load(int3(0));
float4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_UeYBhz:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_UeYBhz:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_UeYBhz:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<int4> arg_0 : register(t0, space1);
void textureLoad_d8617f() {
int4 res = arg_0.Load(int4(1, 0));
int4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_yt2JYq:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_yt2JYq:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_yt2JYq:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpCapability StorageImageExtendedFormats
@ -36,38 +34,33 @@ SKIP: FAILED
%9 = OpTypeFunction %void
%v4int = OpTypeVector %int 4
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4int = OpTypePointer Function %v4int
%21 = OpConstantNull %v4int
%22 = OpConstantNull %v4int
%float_1 = OpConstant %float 1
%textureLoad_d8617f = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4int Function %21
%res = OpVariable %_ptr_Function_v4int Function %22
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4int %15 %18
%13 = OpImageRead %v4int %15 %19
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_d8617f
%26 = OpFunctionCall %void %textureLoad_d8617f
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_d8617f
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_d8617f
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_d8617f
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_d8617f
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<int4> arg_0 : register(t0, space1);
void textureLoad_dbd554() {
int4 res = arg_0.Load(int3(0));
int4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_SLZaZo:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_SLZaZo:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_SLZaZo:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<int4> arg_0 : register(t0, space1);
void textureLoad_dee8e7() {
int4 res = arg_0.Load(int3(0));
int4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_aYg0gJ:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_aYg0gJ:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_aYg0gJ:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DMS<int4> arg_0 : register(t0, space1);
void textureLoad_e3d2cc() {
int4 res = arg_0.Load(int3(0), 1);
int4 res = arg_0.Load(int3(0, 0, 0), 1);
}
void vertex_main() {
@ -25,27 +20,3 @@ void compute_main() {
return;
}
tint_ANIEwS:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0), 1);
^
tint_ANIEwS:4:25: warning: implicit truncation of vector type [-Wconversion]
int4 res = arg_0.Load(int3(0), 1);
^
tint_ANIEwS:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0), 1);
^
tint_ANIEwS:4:25: warning: implicit truncation of vector type [-Wconversion]
int4 res = arg_0.Load(int3(0), 1);
^
tint_ANIEwS:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0), 1);
^
tint_ANIEwS:4:25: warning: implicit truncation of vector type [-Wconversion]
int4 res = arg_0.Load(int3(0), 1);
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<int4> arg_0 : register(t0, space1);
void textureLoad_e65916() {
int4 res = arg_0.Load(int4(0));
int4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_6JKVm3:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_6JKVm3:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^
tint_6JKVm3:4:30: error: too few elements in vector initialization (expected 4 elements, have 1)
int4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<float4> arg_0 : register(t0, space1);
void textureLoad_e893d7() {
float4 res = arg_0.Load(int3(0));
float4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_DMD0a9:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_DMD0a9:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^
tint_DMD0a9:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<int4> arg_0 : register(t0, space1);
void textureLoad_eb573b() {
int4 res = arg_0.Load(int3(0));
int4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_LzeeML:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_LzeeML:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^
tint_LzeeML:4:30: error: too few elements in vector initialization (expected 3 elements, have 1)
int4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2D<uint4> arg_0 : register(t0, space1);
void textureLoad_ecc823() {
uint4 res = arg_0.Load(int3(0));
uint4 res = arg_0.Load(int3(0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_tjkojb:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_tjkojb:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^
tint_tjkojb:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
uint4 res = arg_0.Load(int3(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<uint4> arg_0 : register(t0, space1);
void textureLoad_ef5405() {
uint4 res = arg_0.Load(int4(0));
uint4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_wn24Zg:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_wn24Zg:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_wn24Zg:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureLoad_f379e2() {
float4 res = arg_0.Load(int4(1, 0));
float4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_fpAFiR:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_fpAFiR:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^
tint_fpAFiR:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
float4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%21 = OpConstantNull %v4float
%22 = OpConstantNull %v4float
%float_1 = OpConstant %float 1
%textureLoad_f379e2 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %21
%res = OpVariable %_ptr_Function_v4float Function %22
%14 = OpLoad %7 %arg_0
%12 = OpImageRead %v4float %14 %18
%12 = OpImageRead %v4float %14 %19
OpStore %res %12
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %8
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_f379e2
%26 = OpFunctionCall %void %textureLoad_f379e2
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_f379e2
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_f379e2
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_f379e2
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_f379e2
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<uint4> arg_0 : register(t0, space1);
void textureLoad_f56e6f() {
uint4 res = arg_0.Load(int4(0));
uint4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_qJ0MK4:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_qJ0MK4:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^
tint_qJ0MK4:4:31: error: too few elements in vector initialization (expected 4 elements, have 1)
uint4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_f74bd8() {
float4 res = arg_0.Load(int4(0));
float4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_8BEglU:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_8BEglU:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_8BEglU:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<int4> arg_0 : register(t0, space1);
void textureLoad_fc6d36() {
int4 res = arg_0.Load(int4(1, 0));
int4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_Lm3Z3W:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_Lm3Z3W:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^
tint_Lm3Z3W:4:30: error: too few elements in vector initialization (expected 4 elements, have 2)
int4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -35,38 +33,33 @@ SKIP: FAILED
%9 = OpTypeFunction %void
%v4int = OpTypeVector %int 4
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%18 = OpConstantComposite %v3int %int_1
%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4int = OpTypePointer Function %v4int
%21 = OpConstantNull %v4int
%22 = OpConstantNull %v4int
%float_1 = OpConstant %float 1
%textureLoad_fc6d36 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4int Function %21
%res = OpVariable %_ptr_Function_v4int Function %22
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4int %15 %18
%13 = OpImageRead %v4int %15 %19
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%23 = OpLabel
%24 = OpLabel
OpStore %tint_pointsize %float_1
%25 = OpFunctionCall %void %textureLoad_fc6d36
%26 = OpFunctionCall %void %textureLoad_fc6d36
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%27 = OpLabel
%28 = OpFunctionCall %void %textureLoad_fc6d36
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_fc6d36
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%30 = OpLabel
%31 = OpFunctionCall %void %textureLoad_fc6d36
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_fc6d36
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%18 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<uint4> arg_0 : register(t0, space1);
void textureLoad_fdebd0() {
uint4 res = arg_0.Load(int4(1, 0));
uint4 res = arg_0.Load(int4(0, 0, 1, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_cI4djR:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_cI4djR:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^
tint_cI4djR:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
uint4 res = arg_0.Load(int4(1, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 33
; Bound: 34
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -36,38 +34,33 @@ SKIP: FAILED
%v4uint = OpTypeVector %uint 4
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%int_0 = OpConstant %int 0
%int_1 = OpConstant %int 1
%19 = OpConstantComposite %v3int %int_1
%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
%_ptr_Function_v4uint = OpTypePointer Function %v4uint
%22 = OpConstantNull %v4uint
%23 = OpConstantNull %v4uint
%float_1 = OpConstant %float 1
%textureLoad_fdebd0 = OpFunction %void None %9
%12 = OpLabel
%res = OpVariable %_ptr_Function_v4uint Function %22
%res = OpVariable %_ptr_Function_v4uint Function %23
%15 = OpLoad %7 %arg_0
%13 = OpImageRead %v4uint %15 %19
%13 = OpImageRead %v4uint %15 %20
OpStore %res %13
OpReturn
OpFunctionEnd
%vertex_main = OpFunction %void None %9
%24 = OpLabel
%25 = OpLabel
OpStore %tint_pointsize %float_1
%26 = OpFunctionCall %void %textureLoad_fdebd0
%27 = OpFunctionCall %void %textureLoad_fdebd0
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %9
%28 = OpLabel
%29 = OpFunctionCall %void %textureLoad_fdebd0
%29 = OpLabel
%30 = OpFunctionCall %void %textureLoad_fdebd0
OpReturn
OpFunctionEnd
%compute_main = OpFunction %void None %9
%31 = OpLabel
%32 = OpFunctionCall %void %textureLoad_fdebd0
%32 = OpLabel
%33 = OpFunctionCall %void %textureLoad_fdebd0
OpReturn
OpFunctionEnd
Validation Failure:
1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
%19 = OpConstantComposite %v3int %int_1

View File

@ -1,12 +1,7 @@
SKIP: FAILED
Validation Failure:
Texture3D<float4> arg_0 : register(t0, space1);
void textureLoad_feab99() {
float4 res = arg_0.Load(int4(0));
float4 res = arg_0.Load(int4(0, 0, 0, 0));
}
void vertex_main() {
@ -25,18 +20,3 @@ void compute_main() {
return;
}
tint_ChEjEj:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_ChEjEj:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^
tint_ChEjEj:4:32: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Load(int4(0));
^

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSample_02aa9b() {
float4 res = arg_0.Sample(arg_1, float3(float(1)), int2(0, 0));
float4 res = arg_0.Sample(arg_1, float3(0.0f, 0.0f, float(1)), int2(0, 0));
}
void fragment_main() {
@ -15,8 +10,3 @@ void fragment_main() {
return;
}
tint_O72GUO:5:43: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Sample(arg_1, float3(float(1)), int2(0, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 31
; Bound: 32
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -30,32 +28,27 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%16 = OpTypeSampledImage %3
%v3float = OpTypeVector %float 3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%24 = OpConstantNull %v2int
%25 = OpConstantNull %v2int
%_ptr_Function_v4float = OpTypePointer Function %v4float
%27 = OpConstantNull %v4float
%28 = OpConstantNull %v4float
%textureSample_02aa9b = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %27
%res = OpVariable %_ptr_Function_v4float Function %28
%14 = OpLoad %7 %arg_1
%15 = OpLoad %3 %arg_0
%17 = OpSampledImage %16 %15 %14
%19 = OpConvertSToF %float %int_1
%22 = OpCompositeConstruct %v3float %19
%12 = OpImageSampleImplicitLod %v4float %17 %22 ConstOffset %24
%20 = OpConvertSToF %float %int_1
%23 = OpCompositeConstruct %v3float %float_0 %float_0 %20
%12 = OpImageSampleImplicitLod %v4float %17 %23 ConstOffset %25
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%29 = OpLabel
%30 = OpFunctionCall %void %textureSample_02aa9b
%30 = OpLabel
%31 = OpFunctionCall %void %textureSample_02aa9b
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%22 = OpCompositeConstruct %v3float %19

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
TextureCubeArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSample_4dd1bf() {
float4 res = arg_0.Sample(arg_1, float4(float(1)));
float4 res = arg_0.Sample(arg_1, float4(0.0f, 0.0f, 0.0f, float(1)));
}
void fragment_main() {
@ -15,8 +10,3 @@ void fragment_main() {
return;
}
tint_KfNSDx:5:43: error: too few elements in vector initialization (expected 4 elements, have 1)
float4 res = arg_0.Sample(arg_1, float4(float(1)));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 28
; Bound: 29
; Schema: 0
OpCapability Shader
OpCapability SampledCubeArray
@ -30,30 +28,25 @@ SKIP: FAILED
%8 = OpTypeFunction %void
%v4float = OpTypeVector %float 4
%16 = OpTypeSampledImage %3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%24 = OpConstantNull %v4float
%25 = OpConstantNull %v4float
%textureSample_4dd1bf = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %24
%res = OpVariable %_ptr_Function_v4float Function %25
%14 = OpLoad %7 %arg_1
%15 = OpLoad %3 %arg_0
%17 = OpSampledImage %16 %15 %14
%18 = OpConvertSToF %float %int_1
%21 = OpCompositeConstruct %v4float %18
%12 = OpImageSampleImplicitLod %v4float %17 %21
%19 = OpConvertSToF %float %int_1
%22 = OpCompositeConstruct %v4float %float_0 %float_0 %float_0 %19
%12 = OpImageSampleImplicitLod %v4float %17 %22
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%26 = OpLabel
%27 = OpFunctionCall %void %textureSample_4dd1bf
%27 = OpLabel
%28 = OpFunctionCall %void %textureSample_4dd1bf
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%21 = OpCompositeConstruct %v4float %18

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSample_6717ca() {
float4 res = arg_0.Sample(arg_1, float3(float(1)));
float4 res = arg_0.Sample(arg_1, float3(0.0f, 0.0f, float(1)));
}
void fragment_main() {
@ -15,8 +10,3 @@ void fragment_main() {
return;
}
tint_0ZWvLf:5:43: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.Sample(arg_1, float3(float(1)));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 29
; Bound: 30
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -30,30 +28,25 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%16 = OpTypeSampledImage %3
%v3float = OpTypeVector %float 3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%_ptr_Function_v4float = OpTypePointer Function %v4float
%25 = OpConstantNull %v4float
%26 = OpConstantNull %v4float
%textureSample_6717ca = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %25
%res = OpVariable %_ptr_Function_v4float Function %26
%14 = OpLoad %7 %arg_1
%15 = OpLoad %3 %arg_0
%17 = OpSampledImage %16 %15 %14
%19 = OpConvertSToF %float %int_1
%22 = OpCompositeConstruct %v3float %19
%12 = OpImageSampleImplicitLod %v4float %17 %22
%20 = OpConvertSToF %float %int_1
%23 = OpCompositeConstruct %v3float %float_0 %float_0 %20
%12 = OpImageSampleImplicitLod %v4float %17 %23
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureSample_6717ca
%28 = OpLabel
%29 = OpFunctionCall %void %textureSample_6717ca
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%22 = OpCompositeConstruct %v3float %19

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
Texture2DArray arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSample_7e9ffd() {
float res = arg_0.Sample(arg_1, float3(float(1)));
float res = arg_0.Sample(arg_1, float3(0.0f, 0.0f, float(1)));
}
void fragment_main() {
@ -15,11 +10,3 @@ void fragment_main() {
return;
}
tint_RyRxHD:5:42: error: too few elements in vector initialization (expected 3 elements, have 1)
float res = arg_0.Sample(arg_1, float3(float(1)));
^
tint_RyRxHD:5:9: warning: implicit truncation of vector type [-Wconversion]
float res = arg_0.Sample(arg_1, float3(float(1)));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 30
; Bound: 31
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -30,31 +28,26 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%17 = OpTypeSampledImage %3
%v3float = OpTypeVector %float 3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%_ptr_Function_float = OpTypePointer Function %float
%26 = OpConstantNull %float
%27 = OpConstantNull %float
%textureSample_7e9ffd = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_float Function %26
%res = OpVariable %_ptr_Function_float Function %27
%15 = OpLoad %7 %arg_1
%16 = OpLoad %3 %arg_0
%18 = OpSampledImage %17 %16 %15
%20 = OpConvertSToF %float %int_1
%23 = OpCompositeConstruct %v3float %20
%13 = OpImageSampleImplicitLod %v4float %18 %23
%21 = OpConvertSToF %float %int_1
%24 = OpCompositeConstruct %v3float %float_0 %float_0 %21
%13 = OpImageSampleImplicitLod %v4float %18 %24
%12 = OpCompositeExtract %float %13 0
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%28 = OpLabel
%29 = OpFunctionCall %void %textureSample_7e9ffd
%29 = OpLabel
%30 = OpFunctionCall %void %textureSample_7e9ffd
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%23 = OpCompositeConstruct %v3float %20

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
Texture2DArray arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSample_8522e7() {
float res = arg_0.Sample(arg_1, float3(float(1)), int2(0, 0));
float res = arg_0.Sample(arg_1, float3(0.0f, 0.0f, float(1)), int2(0, 0));
}
void fragment_main() {
@ -15,11 +10,3 @@ void fragment_main() {
return;
}
tint_jIHeES:5:42: error: too few elements in vector initialization (expected 3 elements, have 1)
float res = arg_0.Sample(arg_1, float3(float(1)), int2(0, 0));
^
tint_jIHeES:5:9: warning: implicit truncation of vector type [-Wconversion]
float res = arg_0.Sample(arg_1, float3(float(1)), int2(0, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -30,33 +28,28 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%17 = OpTypeSampledImage %3
%v3float = OpTypeVector %float 3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%v2int = OpTypeVector %int 2
%25 = OpConstantNull %v2int
%26 = OpConstantNull %v2int
%_ptr_Function_float = OpTypePointer Function %float
%28 = OpConstantNull %float
%29 = OpConstantNull %float
%textureSample_8522e7 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_float Function %28
%res = OpVariable %_ptr_Function_float Function %29
%15 = OpLoad %7 %arg_1
%16 = OpLoad %3 %arg_0
%18 = OpSampledImage %17 %16 %15
%20 = OpConvertSToF %float %int_1
%23 = OpCompositeConstruct %v3float %20
%13 = OpImageSampleImplicitLod %v4float %18 %23 ConstOffset %25
%21 = OpConvertSToF %float %int_1
%24 = OpCompositeConstruct %v3float %float_0 %float_0 %21
%13 = OpImageSampleImplicitLod %v4float %18 %24 ConstOffset %26
%12 = OpCompositeExtract %float %13 0
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureSample_8522e7
%31 = OpLabel
%32 = OpFunctionCall %void %textureSample_8522e7
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%23 = OpCompositeConstruct %v3float %20

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
TextureCubeArray arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSample_c2f4e8() {
float res = arg_0.Sample(arg_1, float4(float(1)));
float res = arg_0.Sample(arg_1, float4(0.0f, 0.0f, 0.0f, float(1)));
}
void fragment_main() {
@ -15,11 +10,3 @@ void fragment_main() {
return;
}
tint_YC11Cc:5:42: error: too few elements in vector initialization (expected 4 elements, have 1)
float res = arg_0.Sample(arg_1, float4(float(1)));
^
tint_YC11Cc:5:9: warning: implicit truncation of vector type [-Wconversion]
float res = arg_0.Sample(arg_1, float4(float(1)));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 29
; Bound: 30
; Schema: 0
OpCapability Shader
OpCapability SampledCubeArray
@ -30,31 +28,26 @@ SKIP: FAILED
%8 = OpTypeFunction %void
%v4float = OpTypeVector %float 4
%17 = OpTypeSampledImage %3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%_ptr_Function_float = OpTypePointer Function %float
%25 = OpConstantNull %float
%26 = OpConstantNull %float
%textureSample_c2f4e8 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_float Function %25
%res = OpVariable %_ptr_Function_float Function %26
%15 = OpLoad %7 %arg_1
%16 = OpLoad %3 %arg_0
%18 = OpSampledImage %17 %16 %15
%19 = OpConvertSToF %float %int_1
%22 = OpCompositeConstruct %v4float %19
%13 = OpImageSampleImplicitLod %v4float %18 %22
%20 = OpConvertSToF %float %int_1
%23 = OpCompositeConstruct %v4float %float_0 %float_0 %float_0 %20
%13 = OpImageSampleImplicitLod %v4float %18 %23
%12 = OpCompositeExtract %float %13 0
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%27 = OpLabel
%28 = OpFunctionCall %void %textureSample_c2f4e8
%28 = OpLabel
%29 = OpFunctionCall %void %textureSample_c2f4e8
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%22 = OpCompositeConstruct %v4float %19

View File

@ -1,13 +1,8 @@
SKIP: FAILED
Validation Failure:
Texture2DArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSampleBias_65ac50() {
float4 res = arg_0.SampleBias(arg_1, float3(float(1)), 1.0f, int2(0, 0));
float4 res = arg_0.SampleBias(arg_1, float3(0.0f, 0.0f, float(1)), 1.0f, int2(0, 0));
}
void fragment_main() {
@ -15,8 +10,3 @@ void fragment_main() {
return;
}
tint_faUSzc:5:47: error: too few elements in vector initialization (expected 3 elements, have 1)
float4 res = arg_0.SampleBias(arg_1, float3(float(1)), 1.0f, int2(0, 0));
^

View File

@ -1,9 +1,7 @@
SKIP: FAILED
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 32
; Bound: 33
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
@ -30,33 +28,28 @@ SKIP: FAILED
%v4float = OpTypeVector %float 4
%16 = OpTypeSampledImage %3
%v3float = OpTypeVector %float 3
%float_0 = OpConstant %float 0
%int = OpTypeInt 32 1
%int_1 = OpConstant %int 1
%float_1 = OpConstant %float 1
%v2int = OpTypeVector %int 2
%25 = OpConstantNull %v2int
%26 = OpConstantNull %v2int
%_ptr_Function_v4float = OpTypePointer Function %v4float
%28 = OpConstantNull %v4float
%29 = OpConstantNull %v4float
%textureSampleBias_65ac50 = OpFunction %void None %8
%11 = OpLabel
%res = OpVariable %_ptr_Function_v4float Function %28
%res = OpVariable %_ptr_Function_v4float Function %29
%14 = OpLoad %7 %arg_1
%15 = OpLoad %3 %arg_0
%17 = OpSampledImage %16 %15 %14
%19 = OpConvertSToF %float %int_1
%22 = OpCompositeConstruct %v3float %19
%12 = OpImageSampleImplicitLod %v4float %17 %22 Bias|ConstOffset %float_1 %25
%20 = OpConvertSToF %float %int_1
%23 = OpCompositeConstruct %v3float %float_0 %float_0 %20
%12 = OpImageSampleImplicitLod %v4float %17 %23 Bias|ConstOffset %float_1 %26
OpStore %res %12
OpReturn
OpFunctionEnd
%fragment_main = OpFunction %void None %8
%30 = OpLabel
%31 = OpFunctionCall %void %textureSampleBias_65ac50
%31 = OpLabel
%32 = OpFunctionCall %void %textureSampleBias_65ac50
OpReturn
OpFunctionEnd
Validation Failure:
1:1: Expected number of constituents to be at least 2
%22 = OpCompositeConstruct %v3float %19

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