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It appears that FXC and DXC do some validation post dead-code-elimination. These tests have been updated so that the return value is assigned to a storage buffer, ensuring that all validation is performed. Many DXC tests are affected by https://github.com/microsoft/DirectXShaderCompiler/issues/5082, which have been SKIP'ed. Fixed: tint:1859 Change-Id: I0001a9a9821846cd0855c3d8ce2bec79ab8e64ef Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/122662 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: James Price <jrprice@google.com> Auto-Submit: Ben Clayton <bclayton@google.com>
50 lines
1.2 KiB
HLSL
50 lines
1.2 KiB
HLSL
int tint_first_leading_bit(int v) {
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uint x = ((v < 0) ? uint(~(v)) : uint(v));
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const uint b16 = (bool((x & 4294901760u)) ? 16u : 0u);
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x = (x >> b16);
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const uint b8 = (bool((x & 65280u)) ? 8u : 0u);
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x = (x >> b8);
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const uint b4 = (bool((x & 240u)) ? 4u : 0u);
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x = (x >> b4);
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const uint b2 = (bool((x & 12u)) ? 2u : 0u);
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x = (x >> b2);
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const uint b1 = (bool((x & 2u)) ? 1u : 0u);
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const uint is_zero = ((x == 0u) ? 4294967295u : 0u);
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return int((((((b16 | b8) | b4) | b2) | b1) | is_zero));
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}
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void firstLeadingBit_57a1a3() {
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int arg_0 = 1;
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int res = tint_first_leading_bit(arg_0);
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prevent_dce.Store(0u, asuint(res));
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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firstLeadingBit_57a1a3();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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firstLeadingBit_57a1a3();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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firstLeadingBit_57a1a3();
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return;
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}
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