SKIP: FAILED struct Inner { int scalar_i32; float scalar_f32; float16_t scalar_f16; }; ByteAddressBuffer sb : register(t0, space0); float2x2 tint_symbol_16(ByteAddressBuffer buffer, uint offset) { return float2x2(asfloat(buffer.Load2((offset + 0u))), asfloat(buffer.Load2((offset + 8u)))); } float2x3 tint_symbol_17(ByteAddressBuffer buffer, uint offset) { return float2x3(asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load3((offset + 16u)))); } float2x4 tint_symbol_18(ByteAddressBuffer buffer, uint offset) { return float2x4(asfloat(buffer.Load4((offset + 0u))), asfloat(buffer.Load4((offset + 16u)))); } float3x2 tint_symbol_19(ByteAddressBuffer buffer, uint offset) { return float3x2(asfloat(buffer.Load2((offset + 0u))), asfloat(buffer.Load2((offset + 8u))), asfloat(buffer.Load2((offset + 16u)))); } float3x3 tint_symbol_20(ByteAddressBuffer buffer, uint offset) { return float3x3(asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load3((offset + 16u))), asfloat(buffer.Load3((offset + 32u)))); } float3x4 tint_symbol_21(ByteAddressBuffer buffer, uint offset) { return float3x4(asfloat(buffer.Load4((offset + 0u))), asfloat(buffer.Load4((offset + 16u))), asfloat(buffer.Load4((offset + 32u)))); } float4x2 tint_symbol_22(ByteAddressBuffer buffer, uint offset) { return float4x2(asfloat(buffer.Load2((offset + 0u))), asfloat(buffer.Load2((offset + 8u))), asfloat(buffer.Load2((offset + 16u))), asfloat(buffer.Load2((offset + 24u)))); } float4x3 tint_symbol_23(ByteAddressBuffer buffer, uint offset) { return float4x3(asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load3((offset + 16u))), asfloat(buffer.Load3((offset + 32u))), asfloat(buffer.Load3((offset + 48u)))); } float4x4 tint_symbol_24(ByteAddressBuffer buffer, uint offset) { return float4x4(asfloat(buffer.Load4((offset + 0u))), asfloat(buffer.Load4((offset + 16u))), asfloat(buffer.Load4((offset + 32u))), asfloat(buffer.Load4((offset + 48u)))); } matrix tint_symbol_25(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 4u))); } matrix tint_symbol_26(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 8u))); } matrix tint_symbol_27(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 8u))); } matrix tint_symbol_28(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 4u)), buffer.Load >((offset + 8u))); } matrix tint_symbol_29(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 8u)), buffer.Load >((offset + 16u))); } matrix tint_symbol_30(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 8u)), buffer.Load >((offset + 16u))); } matrix tint_symbol_31(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 4u)), buffer.Load >((offset + 8u)), buffer.Load >((offset + 12u))); } matrix tint_symbol_32(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 8u)), buffer.Load >((offset + 16u)), buffer.Load >((offset + 24u))); } matrix tint_symbol_33(ByteAddressBuffer buffer, uint offset) { return matrix(buffer.Load >((offset + 0u)), buffer.Load >((offset + 8u)), buffer.Load >((offset + 16u)), buffer.Load >((offset + 24u))); } typedef float3 tint_symbol_34_ret[2]; tint_symbol_34_ret tint_symbol_34(ByteAddressBuffer buffer, uint offset) { float3 arr[2] = (float3[2])0; { for(uint i = 0u; (i < 2u); i = (i + 1u)) { arr[i] = asfloat(buffer.Load3((offset + (i * 16u)))); } } return arr; } typedef matrix tint_symbol_35_ret[2]; tint_symbol_35_ret tint_symbol_35(ByteAddressBuffer buffer, uint offset) { matrix arr_1[2] = (matrix[2])0; { for(uint i_1 = 0u; (i_1 < 2u); i_1 = (i_1 + 1u)) { arr_1[i_1] = tint_symbol_31(buffer, (offset + (i_1 * 16u))); } } return arr_1; } Inner tint_symbol_36(ByteAddressBuffer buffer, uint offset) { const Inner tint_symbol_38 = {asint(buffer.Load((offset + 0u))), asfloat(buffer.Load((offset + 4u))), buffer.Load((offset + 8u))}; return tint_symbol_38; } typedef Inner tint_symbol_37_ret[4]; tint_symbol_37_ret tint_symbol_37(ByteAddressBuffer buffer, uint offset) { Inner arr_2[4] = (Inner[4])0; { for(uint i_2 = 0u; (i_2 < 4u); i_2 = (i_2 + 1u)) { arr_2[i_2] = tint_symbol_36(buffer, (offset + (i_2 * 12u))); } } return arr_2; } [numthreads(1, 1, 1)] void main() { const float scalar_f32 = asfloat(sb.Load(0u)); const int scalar_i32 = asint(sb.Load(4u)); const uint scalar_u32 = sb.Load(8u); const float16_t scalar_f16 = sb.Load(12u); const float2 vec2_f32 = asfloat(sb.Load2(16u)); const int2 vec2_i32 = asint(sb.Load2(24u)); const uint2 vec2_u32 = sb.Load2(32u); const vector vec2_f16 = sb.Load >(40u); const float3 vec3_f32 = asfloat(sb.Load3(48u)); const int3 vec3_i32 = asint(sb.Load3(64u)); const uint3 vec3_u32 = sb.Load3(80u); const vector vec3_f16 = sb.Load >(96u); const float4 vec4_f32 = asfloat(sb.Load4(112u)); const int4 vec4_i32 = asint(sb.Load4(128u)); const uint4 vec4_u32 = sb.Load4(144u); const vector vec4_f16 = sb.Load >(160u); const float2x2 mat2x2_f32 = tint_symbol_16(sb, 168u); const float2x3 mat2x3_f32 = tint_symbol_17(sb, 192u); const float2x4 mat2x4_f32 = tint_symbol_18(sb, 224u); const float3x2 mat3x2_f32 = tint_symbol_19(sb, 256u); const float3x3 mat3x3_f32 = tint_symbol_20(sb, 288u); const float3x4 mat3x4_f32 = tint_symbol_21(sb, 336u); const float4x2 mat4x2_f32 = tint_symbol_22(sb, 384u); const float4x3 mat4x3_f32 = tint_symbol_23(sb, 416u); const float4x4 mat4x4_f32 = tint_symbol_24(sb, 480u); const matrix mat2x2_f16 = tint_symbol_25(sb, 544u); const matrix mat2x3_f16 = tint_symbol_26(sb, 552u); const matrix mat2x4_f16 = tint_symbol_27(sb, 568u); const matrix mat3x2_f16 = tint_symbol_28(sb, 584u); const matrix mat3x3_f16 = tint_symbol_29(sb, 600u); const matrix mat3x4_f16 = tint_symbol_30(sb, 624u); const matrix mat4x2_f16 = tint_symbol_31(sb, 648u); const matrix mat4x3_f16 = tint_symbol_32(sb, 664u); const matrix mat4x4_f16 = tint_symbol_33(sb, 696u); const float3 arr2_vec3_f32[2] = tint_symbol_34(sb, 736u); const matrix arr2_mat4x2_f16[2] = tint_symbol_35(sb, 768u); const Inner struct_inner = tint_symbol_36(sb, 800u); const Inner array_struct_inner[4] = tint_symbol_37(sb, 812u); return; } FXC validation failure: D:\Projects\RampUp\dawn\test\tint\buffer\Shader@0x000002348228CC10(4,3-11): error X3000: unrecognized identifier 'float16_t'