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tests: Regenerate expected outputs for HLSL / FXC
The new vk-gl-cts tests have uncovered a whole bunch of FXC issues, which have been filed as tint bugs. Bug: tint:998 Bug: tint:1080 Bug: tint:1038 Bug: tint:1081 Bug: tint:1082 Bug: tint:1083 Change-Id: I0d14370f94647dfd9c7088e0b782c3b415c78ee7 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60211 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
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#include <metal_stdlib>
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using namespace metal;
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void main_1(texture2d_array<float, access::sample> tint_symbol_1) {
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float float_var = 0.0f;
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int const i1 = 1;
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int2 const vi12 = int2(1, 2);
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int3 const vi123 = int3(1, 2, 3);
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int4 const vi1234 = int4(1, 2, 3, 4);
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uint const u1 = 1u;
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uint2 const vu12 = uint2(1u, 2u);
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uint3 const vu123 = uint3(1u, 2u, 3u);
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uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
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float const f1 = 1.0f;
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float2 const vf12 = float2(1.0f, 2.0f);
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float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
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float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
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float4 const x_73 = tint_symbol_1.read(uint2(int2(vu123.xy)), int(vu123.z), 0);
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uint const x_1000 = 0u;
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return;
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}
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fragment void tint_symbol(texture2d_array<float, access::sample> tint_symbol_2 [[texture(1)]]) {
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main_1(tint_symbol_2);
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return;
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}
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@@ -0,0 +1,29 @@
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[[group(0), binding(0)]] var x_10 : sampler;
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[[group(2), binding(1)]] var x_20 : texture_2d_array<f32>;
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[[group(0), binding(1)]] var x_30 : sampler;
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fn main_1() {
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var float_var : f32;
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let i1 : i32 = 1;
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let vi12 : vec2<i32> = vec2<i32>(1, 2);
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let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
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let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
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let u1 : u32 = 1u;
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let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
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let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
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let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
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let f1 : f32 = 1.0;
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let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
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let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
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let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
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let x_73 : vec4<f32> = textureLoad(x_20, vec2<i32>(vu123.xy), i32(vu123.z), 0);
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let x_1000 : u32 = 0u;
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return;
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}
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[[stage(fragment)]]
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fn main() {
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main_1();
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}
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warning: use of deprecated intrinsic
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#include <metal_stdlib>
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using namespace metal;
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void main_1(texture2d_array<float, access::read> tint_symbol_1) {
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float float_var = 0.0f;
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int const i1 = 1;
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int2 const vi12 = int2(1, 2);
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int3 const vi123 = int3(1, 2, 3);
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int4 const vi1234 = int4(1, 2, 3, 4);
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uint const u1 = 1u;
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uint2 const vu12 = uint2(1u, 2u);
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uint3 const vu123 = uint3(1u, 2u, 3u);
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uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
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float const f1 = 1.0f;
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float2 const vf12 = float2(1.0f, 2.0f);
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float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
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float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
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float4 const x_71 = tint_symbol_1.read(uint2(int2(vu123.xy)), int(vu123.z));
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uint const x_1000 = 0u;
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return;
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}
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fragment void tint_symbol(texture2d_array<float, access::read> tint_symbol_2 [[texture(1)]]) {
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main_1(tint_symbol_2);
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return;
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}
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warning: use of deprecated intrinsic
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[[group(0), binding(0)]] var x_10 : sampler;
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[[group(2), binding(1)]] var x_20 : texture_storage_2d_array<r32float, read>;
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[[group(0), binding(1)]] var x_30 : sampler;
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fn main_1() {
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var float_var : f32;
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let i1 : i32 = 1;
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let vi12 : vec2<i32> = vec2<i32>(1, 2);
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let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
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let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
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let u1 : u32 = 1u;
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let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
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let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
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let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
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let f1 : f32 = 1.0;
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let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
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let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
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let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
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let x_71 : vec4<f32> = textureLoad(x_20, vec2<i32>(vu123.xy), i32(vu123.z));
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let x_1000 : u32 = 0u;
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return;
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}
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[[stage(fragment)]]
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fn main() {
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main_1();
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}
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#include <metal_stdlib>
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using namespace metal;
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void main_1(texture2d_array<float, access::write> tint_symbol_1) {
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float float_var = 0.0f;
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int const i1 = 1;
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int2 const vi12 = int2(1, 2);
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int3 const vi123 = int3(1, 2, 3);
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int4 const vi1234 = int4(1, 2, 3, 4);
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uint const u1 = 1u;
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uint2 const vu12 = uint2(1u, 2u);
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uint3 const vu123 = uint3(1u, 2u, 3u);
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uint4 const vu1234 = uint4(1u, 2u, 3u, 4u);
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float const f1 = 1.0f;
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float2 const vf12 = float2(1.0f, 2.0f);
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float3 const vf123 = float3(1.0f, 2.0f, 3.0f);
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float4 const vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
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tint_symbol_1.write(vf1234, uint2(int2(vu123.xy)), int(vu123.z));
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uint const x_1000 = 0u;
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return;
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}
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fragment void tint_symbol(texture2d_array<float, access::write> tint_symbol_2 [[texture(1)]]) {
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main_1(tint_symbol_2);
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return;
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}
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@@ -0,0 +1,29 @@
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[[group(0), binding(0)]] var x_10 : sampler;
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[[group(2), binding(1)]] var x_20 : texture_storage_2d_array<r32float, write>;
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[[group(0), binding(1)]] var x_30 : sampler;
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fn main_1() {
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var float_var : f32;
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let i1 : i32 = 1;
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let vi12 : vec2<i32> = vec2<i32>(1, 2);
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let vi123 : vec3<i32> = vec3<i32>(1, 2, 3);
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let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4);
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let u1 : u32 = 1u;
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let vu12 : vec2<u32> = vec2<u32>(1u, 2u);
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let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u);
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let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u);
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let f1 : f32 = 1.0;
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let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0);
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let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
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let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
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textureStore(x_20, vec2<i32>(vu123.xy), i32(vu123.z), vf1234);
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let x_1000 : u32 = 0u;
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return;
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}
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[[stage(fragment)]]
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fn main() {
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main_1();
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}
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