SKIP: FAILED ByteAddressBuffer sb : register(t0, space0); struct tint_symbol_1 { uint idx : SV_GroupIndex; }; float2x2 sb_load_16(uint offset) { return float2x2(asfloat(sb.Load2((offset + 0u))), asfloat(sb.Load2((offset + 8u)))); } float2x3 sb_load_17(uint offset) { return float2x3(asfloat(sb.Load3((offset + 0u))), asfloat(sb.Load3((offset + 16u)))); } float2x4 sb_load_18(uint offset) { return float2x4(asfloat(sb.Load4((offset + 0u))), asfloat(sb.Load4((offset + 16u)))); } float3x2 sb_load_19(uint offset) { return float3x2(asfloat(sb.Load2((offset + 0u))), asfloat(sb.Load2((offset + 8u))), asfloat(sb.Load2((offset + 16u)))); } float3x3 sb_load_20(uint offset) { return float3x3(asfloat(sb.Load3((offset + 0u))), asfloat(sb.Load3((offset + 16u))), asfloat(sb.Load3((offset + 32u)))); } float3x4 sb_load_21(uint offset) { return float3x4(asfloat(sb.Load4((offset + 0u))), asfloat(sb.Load4((offset + 16u))), asfloat(sb.Load4((offset + 32u)))); } float4x2 sb_load_22(uint offset) { return float4x2(asfloat(sb.Load2((offset + 0u))), asfloat(sb.Load2((offset + 8u))), asfloat(sb.Load2((offset + 16u))), asfloat(sb.Load2((offset + 24u)))); } float4x3 sb_load_23(uint offset) { return float4x3(asfloat(sb.Load3((offset + 0u))), asfloat(sb.Load3((offset + 16u))), asfloat(sb.Load3((offset + 32u))), asfloat(sb.Load3((offset + 48u)))); } float4x4 sb_load_24(uint offset) { return float4x4(asfloat(sb.Load4((offset + 0u))), asfloat(sb.Load4((offset + 16u))), asfloat(sb.Load4((offset + 32u))), asfloat(sb.Load4((offset + 48u)))); } matrix sb_load_25(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 4u))); } matrix sb_load_26(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 8u))); } matrix sb_load_27(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 8u))); } matrix sb_load_28(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 4u)), sb.Load >((offset + 8u))); } matrix sb_load_29(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 8u)), sb.Load >((offset + 16u))); } matrix sb_load_30(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 8u)), sb.Load >((offset + 16u))); } matrix sb_load_31(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 4u)), sb.Load >((offset + 8u)), sb.Load >((offset + 12u))); } matrix sb_load_32(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 8u)), sb.Load >((offset + 16u)), sb.Load >((offset + 24u))); } matrix sb_load_33(uint offset) { return matrix(sb.Load >((offset + 0u)), sb.Load >((offset + 8u)), sb.Load >((offset + 16u)), sb.Load >((offset + 24u))); } typedef float3 sb_load_34_ret[2]; sb_load_34_ret sb_load_34(uint offset) { float3 arr_1[2] = (float3[2])0; { for(uint i = 0u; (i < 2u); i = (i + 1u)) { arr_1[i] = asfloat(sb.Load3((offset + (i * 16u)))); } } return arr_1; } typedef matrix sb_load_35_ret[2]; sb_load_35_ret sb_load_35(uint offset) { matrix arr_2[2] = (matrix[2])0; { for(uint i_1 = 0u; (i_1 < 2u); i_1 = (i_1 + 1u)) { arr_2[i_1] = sb_load_31((offset + (i_1 * 16u))); } } return arr_2; } void main_inner(uint idx) { const float scalar_f32 = asfloat(sb.Load((800u * idx))); const int scalar_i32 = asint(sb.Load(((800u * idx) + 4u))); const uint scalar_u32 = sb.Load(((800u * idx) + 8u)); const float16_t scalar_f16 = sb.Load(((800u * idx) + 12u)); const float2 vec2_f32 = asfloat(sb.Load2(((800u * idx) + 16u))); const int2 vec2_i32 = asint(sb.Load2(((800u * idx) + 24u))); const uint2 vec2_u32 = sb.Load2(((800u * idx) + 32u)); const vector vec2_f16 = sb.Load >(((800u * idx) + 40u)); const float3 vec3_f32 = asfloat(sb.Load3(((800u * idx) + 48u))); const int3 vec3_i32 = asint(sb.Load3(((800u * idx) + 64u))); const uint3 vec3_u32 = sb.Load3(((800u * idx) + 80u)); const vector vec3_f16 = sb.Load >(((800u * idx) + 96u)); const float4 vec4_f32 = asfloat(sb.Load4(((800u * idx) + 112u))); const int4 vec4_i32 = asint(sb.Load4(((800u * idx) + 128u))); const uint4 vec4_u32 = sb.Load4(((800u * idx) + 144u)); const vector vec4_f16 = sb.Load >(((800u * idx) + 160u)); const float2x2 mat2x2_f32 = sb_load_16(((800u * idx) + 168u)); const float2x3 mat2x3_f32 = sb_load_17(((800u * idx) + 192u)); const float2x4 mat2x4_f32 = sb_load_18(((800u * idx) + 224u)); const float3x2 mat3x2_f32 = sb_load_19(((800u * idx) + 256u)); const float3x3 mat3x3_f32 = sb_load_20(((800u * idx) + 288u)); const float3x4 mat3x4_f32 = sb_load_21(((800u * idx) + 336u)); const float4x2 mat4x2_f32 = sb_load_22(((800u * idx) + 384u)); const float4x3 mat4x3_f32 = sb_load_23(((800u * idx) + 416u)); const float4x4 mat4x4_f32 = sb_load_24(((800u * idx) + 480u)); const matrix mat2x2_f16 = sb_load_25(((800u * idx) + 544u)); const matrix mat2x3_f16 = sb_load_26(((800u * idx) + 552u)); const matrix mat2x4_f16 = sb_load_27(((800u * idx) + 568u)); const matrix mat3x2_f16 = sb_load_28(((800u * idx) + 584u)); const matrix mat3x3_f16 = sb_load_29(((800u * idx) + 600u)); const matrix mat3x4_f16 = sb_load_30(((800u * idx) + 624u)); const matrix mat4x2_f16 = sb_load_31(((800u * idx) + 648u)); const matrix mat4x3_f16 = sb_load_32(((800u * idx) + 664u)); const matrix mat4x4_f16 = sb_load_33(((800u * idx) + 696u)); const float3 arr2_vec3_f32[2] = sb_load_34(((800u * idx) + 736u)); const matrix arr2_mat4x2_f16[2] = sb_load_35(((800u * idx) + 768u)); } [numthreads(1, 1, 1)] void main(tint_symbol_1 tint_symbol) { main_inner(tint_symbol.idx); return; }