[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:
parent
b07a7cead6
commit
55ca24e696
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@ -57,6 +57,11 @@ ast::TypeConstructorExpression* AppendVector(ProgramBuilder* b,
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packed_el_ty = b->create<ast::U32>();
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} else if (packed_el_sem_ty->Is<sem::F32>()) {
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packed_el_ty = b->create<ast::F32>();
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} else if (packed_el_sem_ty->Is<sem::Bool>()) {
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packed_el_ty = b->create<ast::Bool>();
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} else {
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TINT_UNREACHABLE(b->Diagnostics()) << "unsupported vector element type: "
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<< packed_el_sem_ty->TypeInfo().name;
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}
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auto* statement = vector_sem->Stmt();
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@ -69,6 +74,32 @@ ast::TypeConstructorExpression* AppendVector(ProgramBuilder* b,
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ast::ExpressionList packed;
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if (auto* vc = AsVectorConstructor(b, vector)) {
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packed = vc->values();
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if (packed.size() == 0) {
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// Zero-value vector constructor. Populate with zeros
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auto buildZero = [&]() -> ast::ScalarConstructorExpression* {
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if (packed_el_sem_ty->Is<sem::I32>()) {
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return b->Expr(0);
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} else if (packed_el_sem_ty->Is<sem::U32>()) {
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return b->Expr(0u);
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} else if (packed_el_sem_ty->Is<sem::F32>()) {
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return b->Expr(0.0f);
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} else if (packed_el_sem_ty->Is<sem::Bool>()) {
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return b->Expr(false);
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} else {
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TINT_UNREACHABLE(b->Diagnostics())
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<< "unsupported vector element type: "
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<< packed_el_sem_ty->TypeInfo().name;
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}
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return nullptr;
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};
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for (uint32_t i = 0; i < packed_size - 1; i++) {
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auto* zero = buildZero();
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b->Sem().Add(zero, b->create<sem::Expression>(zero, packed_el_sem_ty,
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statement));
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packed.emplace_back(zero);
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}
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}
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} else {
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packed.emplace_back(vector);
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}
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@ -27,9 +27,6 @@ class TypeConstructorExpression;
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namespace writer {
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/// A helper function used to append a vector with an additional scalar.
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/// AppendVector is used to generate texture intrinsic function calls for
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/// backends that expect the texture coordinates to be packed with an additional
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/// mip-level or array-index parameter.
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/// All types must have been assigned to the expressions and their child nodes
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/// before calling.
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/// @param builder the program builder.
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@ -162,6 +162,46 @@ TEST_F(AppendVectorTest, Vec2i32Var_f32Var) {
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EXPECT_EQ(f32_to_i32->values()[0], scalar_3);
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}
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TEST_F(AppendVectorTest, Vec2boolVar_boolVar) {
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Global("vec_12", ty.vec2<bool>(), ast::StorageClass::kInput);
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Global("scalar_3", ty.bool_(), ast::StorageClass::kInput);
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auto* vec_12 = Expr("vec_12");
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auto* scalar_3 = Expr("scalar_3");
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WrapInFunction(vec_12, scalar_3);
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resolver::Resolver resolver(this);
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ASSERT_TRUE(resolver.Resolve()) << resolver.error();
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auto* vec_123 = AppendVector(this, vec_12, scalar_3)
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->As<ast::TypeConstructorExpression>();
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ASSERT_NE(vec_123, nullptr);
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ASSERT_EQ(vec_123->values().size(), 2u);
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EXPECT_EQ(vec_123->values()[0], vec_12);
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EXPECT_EQ(vec_123->values()[1], scalar_3);
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}
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TEST_F(AppendVectorTest, ZeroVec3i32_i32) {
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auto* scalar = Expr(4);
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auto* vec000 = vec3<i32>();
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WrapInFunction(vec000, scalar);
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resolver::Resolver resolver(this);
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ASSERT_TRUE(resolver.Resolve()) << resolver.error();
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auto* vec_0004 =
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AppendVector(this, vec000, scalar)->As<ast::TypeConstructorExpression>();
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ASSERT_NE(vec_0004, nullptr);
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ASSERT_EQ(vec_0004->values().size(), 4u);
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for (size_t i = 0; i < 3; i++) {
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auto* ctor = vec_0004->values()[i]->As<ast::ScalarConstructorExpression>();
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ASSERT_NE(ctor, nullptr);
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auto* literal = As<ast::SintLiteral>(ctor->literal());
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ASSERT_NE(literal, nullptr);
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EXPECT_EQ(literal->value(), 0);
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}
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EXPECT_EQ(vec_0004->values()[3], scalar);
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}
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} // namespace
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} // namespace writer
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} // namespace tint
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@ -1,12 +1,7 @@
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SKIP: FAILED
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Validation Failure:
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Texture2D<uint4> arg_0 : register(t0, space1);
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void textureLoad_050c33() {
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uint4 res = arg_0.Load(int3(0));
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uint4 res = arg_0.Load(int3(0, 0, 0));
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}
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void vertex_main() {
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@ -25,18 +20,3 @@ void compute_main() {
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return;
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}
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tint_BGB5F4:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
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uint4 res = arg_0.Load(int3(0));
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^
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tint_BGB5F4:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
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uint4 res = arg_0.Load(int3(0));
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^
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tint_BGB5F4:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
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uint4 res = arg_0.Load(int3(0));
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^
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@ -1,12 +1,7 @@
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SKIP: FAILED
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Validation Failure:
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Texture2DArray<float4> arg_0 : register(t0, space1);
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void textureLoad_072e26() {
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float4 res = arg_0.Load(int4(1, 0));
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float4 res = arg_0.Load(int4(0, 0, 1, 0));
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}
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void vertex_main() {
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@ -25,18 +20,3 @@ void compute_main() {
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return;
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}
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tint_el2pSF:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
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float4 res = arg_0.Load(int4(1, 0));
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^
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tint_el2pSF:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
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float4 res = arg_0.Load(int4(1, 0));
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^
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tint_el2pSF:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
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float4 res = arg_0.Load(int4(1, 0));
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^
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@ -1,9 +1,7 @@
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SKIP: FAILED
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 32
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; Bound: 33
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; Schema: 0
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OpCapability Shader
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OpMemoryModel Logical GLSL450
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@ -35,38 +33,33 @@ SKIP: FAILED
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%v4float = OpTypeVector %float 4
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%int = OpTypeInt 32 1
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%v3int = OpTypeVector %int 3
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%int_0 = OpConstant %int 0
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%int_1 = OpConstant %int 1
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%18 = OpConstantComposite %v3int %int_1
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%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
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%_ptr_Function_v4float = OpTypePointer Function %v4float
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%21 = OpConstantNull %v4float
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%22 = OpConstantNull %v4float
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%float_1 = OpConstant %float 1
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%textureLoad_072e26 = OpFunction %void None %8
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%11 = OpLabel
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%res = OpVariable %_ptr_Function_v4float Function %21
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%res = OpVariable %_ptr_Function_v4float Function %22
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%14 = OpLoad %7 %arg_0
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%12 = OpImageRead %v4float %14 %18
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%12 = OpImageRead %v4float %14 %19
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OpStore %res %12
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OpReturn
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OpFunctionEnd
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%vertex_main = OpFunction %void None %8
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%23 = OpLabel
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%24 = OpLabel
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OpStore %tint_pointsize %float_1
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%25 = OpFunctionCall %void %textureLoad_072e26
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%26 = OpFunctionCall %void %textureLoad_072e26
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OpReturn
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OpFunctionEnd
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%fragment_main = OpFunction %void None %8
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%27 = OpLabel
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%28 = OpFunctionCall %void %textureLoad_072e26
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%28 = OpLabel
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%29 = OpFunctionCall %void %textureLoad_072e26
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OpReturn
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OpFunctionEnd
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%compute_main = OpFunction %void None %8
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%30 = OpLabel
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%31 = OpFunctionCall %void %textureLoad_072e26
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%31 = OpLabel
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%32 = OpFunctionCall %void %textureLoad_072e26
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OpReturn
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OpFunctionEnd
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Validation Failure:
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1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '15[%v3int]'s vector component count.
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%18 = OpConstantComposite %v3int %int_1
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@ -1,12 +1,7 @@
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SKIP: FAILED
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Validation Failure:
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Texture2D<float4> arg_0 : register(t0, space1);
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void textureLoad_078bc4() {
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float4 res = arg_0.Load(int3(0));
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float4 res = arg_0.Load(int3(0, 0, 0));
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}
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void vertex_main() {
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return;
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}
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tint_2mt0JA:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
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float4 res = arg_0.Load(int3(0));
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^
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tint_2mt0JA:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
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float4 res = arg_0.Load(int3(0));
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^
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tint_2mt0JA:4:32: error: too few elements in vector initialization (expected 3 elements, have 1)
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float4 res = arg_0.Load(int3(0));
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^
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@ -1,12 +1,7 @@
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SKIP: FAILED
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Validation Failure:
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Texture2DArray<uint4> arg_0 : register(t0, space1);
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void textureLoad_127e12() {
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uint4 res = arg_0.Load(int4(1, 0));
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uint4 res = arg_0.Load(int4(0, 0, 1, 0));
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}
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void vertex_main() {
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return;
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}
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tint_E7lo1I:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
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uint4 res = arg_0.Load(int4(1, 0));
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^
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tint_E7lo1I:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
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uint4 res = arg_0.Load(int4(1, 0));
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^
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tint_E7lo1I:4:31: error: too few elements in vector initialization (expected 4 elements, have 2)
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uint4 res = arg_0.Load(int4(1, 0));
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^
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@ -1,9 +1,7 @@
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SKIP: FAILED
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 33
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; Bound: 34
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; Schema: 0
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OpCapability Shader
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OpMemoryModel Logical GLSL450
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@ -36,38 +34,33 @@ SKIP: FAILED
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%v4uint = OpTypeVector %uint 4
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%int = OpTypeInt 32 1
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%v3int = OpTypeVector %int 3
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%int_0 = OpConstant %int 0
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%int_1 = OpConstant %int 1
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%19 = OpConstantComposite %v3int %int_1
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%20 = OpConstantComposite %v3int %int_0 %int_0 %int_1
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%_ptr_Function_v4uint = OpTypePointer Function %v4uint
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%22 = OpConstantNull %v4uint
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%23 = OpConstantNull %v4uint
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%float_1 = OpConstant %float 1
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%textureLoad_127e12 = OpFunction %void None %9
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%12 = OpLabel
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%res = OpVariable %_ptr_Function_v4uint Function %22
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%res = OpVariable %_ptr_Function_v4uint Function %23
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%15 = OpLoad %7 %arg_0
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%13 = OpImageRead %v4uint %15 %19
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%13 = OpImageRead %v4uint %15 %20
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OpStore %res %13
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OpReturn
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OpFunctionEnd
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%vertex_main = OpFunction %void None %9
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%24 = OpLabel
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%25 = OpLabel
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OpStore %tint_pointsize %float_1
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%26 = OpFunctionCall %void %textureLoad_127e12
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%27 = OpFunctionCall %void %textureLoad_127e12
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OpReturn
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OpFunctionEnd
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%fragment_main = OpFunction %void None %9
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%28 = OpLabel
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%29 = OpFunctionCall %void %textureLoad_127e12
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%29 = OpLabel
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%30 = OpFunctionCall %void %textureLoad_127e12
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OpReturn
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OpFunctionEnd
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%compute_main = OpFunction %void None %9
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%31 = OpLabel
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%32 = OpFunctionCall %void %textureLoad_127e12
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%32 = OpLabel
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%33 = OpFunctionCall %void %textureLoad_127e12
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OpReturn
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OpFunctionEnd
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Validation Failure:
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1:1: OpConstantComposite Constituent <id> count does not match Result Type <id> '16[%v3int]'s vector component count.
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%19 = OpConstantComposite %v3int %int_1
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@ -1,12 +1,7 @@
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SKIP: FAILED
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Validation Failure:
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Texture2D arg_0 : register(t0, space1);
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void textureLoad_19cf87() {
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float res = arg_0.Load(int3(0), 1);
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float res = arg_0.Load(int3(0, 0, 0), 1);
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}
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void vertex_main() {
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@ -25,27 +20,3 @@ void compute_main() {
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return;
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}
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tint_ZX1vzT:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
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float res = arg_0.Load(int3(0), 1);
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^
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tint_ZX1vzT:4:9: warning: implicit truncation of vector type [-Wconversion]
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float res = arg_0.Load(int3(0), 1);
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^
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tint_ZX1vzT:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
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float res = arg_0.Load(int3(0), 1);
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^
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tint_ZX1vzT:4:9: warning: implicit truncation of vector type [-Wconversion]
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float res = arg_0.Load(int3(0), 1);
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^
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tint_ZX1vzT:4:31: error: too few elements in vector initialization (expected 3 elements, have 1)
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float res = arg_0.Load(int3(0), 1);
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^
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tint_ZX1vzT:4:9: warning: implicit truncation of vector type [-Wconversion]
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float res = arg_0.Load(int3(0), 1);
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^
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@ -1,12 +1,7 @@
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SKIP: FAILED
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Validation Failure:
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Texture2DArray<float4> arg_0 : register(t0, space1);
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void textureLoad_1a062f() {
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float4 res = arg_0.Load(int4(1, 0));
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float4 res = arg_0.Load(int4(0, 0, 1, 0));
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}
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void vertex_main() {
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@ -25,18 +20,3 @@ void compute_main() {
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return;
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}
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tint_ONx53X:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
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float4 res = arg_0.Load(int4(1, 0));
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^
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tint_ONx53X:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
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float4 res = arg_0.Load(int4(1, 0));
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^
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tint_ONx53X:4:32: error: too few elements in vector initialization (expected 4 elements, have 2)
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float4 res = arg_0.Load(int4(1, 0));
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^
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@ -1,9 +1,7 @@
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SKIP: FAILED
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 32
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; Bound: 33
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; Schema: 0
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OpCapability Shader
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OpMemoryModel Logical GLSL450
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@ -35,38 +33,33 @@ SKIP: FAILED
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%v4float = OpTypeVector %float 4
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%int = OpTypeInt 32 1
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%v3int = OpTypeVector %int 3
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%int_0 = OpConstant %int 0
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%int_1 = OpConstant %int 1
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%18 = OpConstantComposite %v3int %int_1
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%19 = OpConstantComposite %v3int %int_0 %int_0 %int_1
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%_ptr_Function_v4float = OpTypePointer Function %v4float
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%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
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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);
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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)));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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)));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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)));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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)));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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));
|
||||
^
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue