150 lines
7.8 KiB
HLSL
150 lines
7.8 KiB
HLSL
SKIP: FAILED
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ByteAddressBuffer sb : register(t0, space0);
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struct tint_symbol_1 {
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uint idx : SV_GroupIndex;
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};
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float2x2 tint_symbol_18(ByteAddressBuffer buffer, uint offset) {
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return float2x2(asfloat(buffer.Load2((offset + 0u))), asfloat(buffer.Load2((offset + 8u))));
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}
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float2x3 tint_symbol_19(ByteAddressBuffer buffer, uint offset) {
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return float2x3(asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load3((offset + 16u))));
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}
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float2x4 tint_symbol_20(ByteAddressBuffer buffer, uint offset) {
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return float2x4(asfloat(buffer.Load4((offset + 0u))), asfloat(buffer.Load4((offset + 16u))));
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}
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float3x2 tint_symbol_21(ByteAddressBuffer buffer, uint offset) {
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return float3x2(asfloat(buffer.Load2((offset + 0u))), asfloat(buffer.Load2((offset + 8u))), asfloat(buffer.Load2((offset + 16u))));
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}
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float3x3 tint_symbol_22(ByteAddressBuffer buffer, uint offset) {
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return float3x3(asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load3((offset + 16u))), asfloat(buffer.Load3((offset + 32u))));
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}
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float3x4 tint_symbol_23(ByteAddressBuffer buffer, uint offset) {
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return float3x4(asfloat(buffer.Load4((offset + 0u))), asfloat(buffer.Load4((offset + 16u))), asfloat(buffer.Load4((offset + 32u))));
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}
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float4x2 tint_symbol_24(ByteAddressBuffer buffer, uint offset) {
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return float4x2(asfloat(buffer.Load2((offset + 0u))), asfloat(buffer.Load2((offset + 8u))), asfloat(buffer.Load2((offset + 16u))), asfloat(buffer.Load2((offset + 24u))));
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}
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float4x3 tint_symbol_25(ByteAddressBuffer buffer, uint offset) {
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return float4x3(asfloat(buffer.Load3((offset + 0u))), asfloat(buffer.Load3((offset + 16u))), asfloat(buffer.Load3((offset + 32u))), asfloat(buffer.Load3((offset + 48u))));
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}
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float4x4 tint_symbol_26(ByteAddressBuffer buffer, uint offset) {
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return float4x4(asfloat(buffer.Load4((offset + 0u))), asfloat(buffer.Load4((offset + 16u))), asfloat(buffer.Load4((offset + 32u))), asfloat(buffer.Load4((offset + 48u))));
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}
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matrix<float16_t, 2, 2> tint_symbol_27(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 2, 2>(buffer.Load<vector<float16_t, 2> >((offset + 0u)), buffer.Load<vector<float16_t, 2> >((offset + 4u)));
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}
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matrix<float16_t, 2, 3> tint_symbol_28(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 2, 3>(buffer.Load<vector<float16_t, 3> >((offset + 0u)), buffer.Load<vector<float16_t, 3> >((offset + 8u)));
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}
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matrix<float16_t, 2, 4> tint_symbol_29(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 2, 4>(buffer.Load<vector<float16_t, 4> >((offset + 0u)), buffer.Load<vector<float16_t, 4> >((offset + 8u)));
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}
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matrix<float16_t, 3, 2> tint_symbol_30(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 3, 2>(buffer.Load<vector<float16_t, 2> >((offset + 0u)), buffer.Load<vector<float16_t, 2> >((offset + 4u)), buffer.Load<vector<float16_t, 2> >((offset + 8u)));
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}
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matrix<float16_t, 3, 3> tint_symbol_31(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 3, 3>(buffer.Load<vector<float16_t, 3> >((offset + 0u)), buffer.Load<vector<float16_t, 3> >((offset + 8u)), buffer.Load<vector<float16_t, 3> >((offset + 16u)));
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}
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matrix<float16_t, 3, 4> tint_symbol_32(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 3, 4>(buffer.Load<vector<float16_t, 4> >((offset + 0u)), buffer.Load<vector<float16_t, 4> >((offset + 8u)), buffer.Load<vector<float16_t, 4> >((offset + 16u)));
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}
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matrix<float16_t, 4, 2> tint_symbol_33(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 4, 2>(buffer.Load<vector<float16_t, 2> >((offset + 0u)), buffer.Load<vector<float16_t, 2> >((offset + 4u)), buffer.Load<vector<float16_t, 2> >((offset + 8u)), buffer.Load<vector<float16_t, 2> >((offset + 12u)));
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}
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matrix<float16_t, 4, 3> tint_symbol_34(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 4, 3>(buffer.Load<vector<float16_t, 3> >((offset + 0u)), buffer.Load<vector<float16_t, 3> >((offset + 8u)), buffer.Load<vector<float16_t, 3> >((offset + 16u)), buffer.Load<vector<float16_t, 3> >((offset + 24u)));
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}
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matrix<float16_t, 4, 4> tint_symbol_35(ByteAddressBuffer buffer, uint offset) {
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return matrix<float16_t, 4, 4>(buffer.Load<vector<float16_t, 4> >((offset + 0u)), buffer.Load<vector<float16_t, 4> >((offset + 8u)), buffer.Load<vector<float16_t, 4> >((offset + 16u)), buffer.Load<vector<float16_t, 4> >((offset + 24u)));
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}
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typedef float3 tint_symbol_36_ret[2];
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tint_symbol_36_ret tint_symbol_36(ByteAddressBuffer buffer, uint offset) {
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float3 arr_1[2] = (float3[2])0;
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{
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for(uint i = 0u; (i < 2u); i = (i + 1u)) {
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arr_1[i] = asfloat(buffer.Load3((offset + (i * 16u))));
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}
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}
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return arr_1;
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}
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typedef matrix<float16_t, 4, 2> tint_symbol_37_ret[2];
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tint_symbol_37_ret tint_symbol_37(ByteAddressBuffer buffer, uint offset) {
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matrix<float16_t, 4, 2> arr_2[2] = (matrix<float16_t, 4, 2>[2])0;
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{
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for(uint i_1 = 0u; (i_1 < 2u); i_1 = (i_1 + 1u)) {
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arr_2[i_1] = tint_symbol_33(buffer, (offset + (i_1 * 16u)));
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}
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}
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return arr_2;
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}
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void main_inner(uint idx) {
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const float scalar_f32 = asfloat(sb.Load((800u * idx)));
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const int scalar_i32 = asint(sb.Load(((800u * idx) + 4u)));
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const uint scalar_u32 = sb.Load(((800u * idx) + 8u));
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const float16_t scalar_f16 = sb.Load<float16_t>(((800u * idx) + 12u));
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const float2 vec2_f32 = asfloat(sb.Load2(((800u * idx) + 16u)));
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const int2 vec2_i32 = asint(sb.Load2(((800u * idx) + 24u)));
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const uint2 vec2_u32 = sb.Load2(((800u * idx) + 32u));
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const vector<float16_t, 2> vec2_f16 = sb.Load<vector<float16_t, 2> >(((800u * idx) + 40u));
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const float3 vec3_f32 = asfloat(sb.Load3(((800u * idx) + 48u)));
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const int3 vec3_i32 = asint(sb.Load3(((800u * idx) + 64u)));
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const uint3 vec3_u32 = sb.Load3(((800u * idx) + 80u));
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const vector<float16_t, 3> vec3_f16 = sb.Load<vector<float16_t, 3> >(((800u * idx) + 96u));
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const float4 vec4_f32 = asfloat(sb.Load4(((800u * idx) + 112u)));
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const int4 vec4_i32 = asint(sb.Load4(((800u * idx) + 128u)));
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const uint4 vec4_u32 = sb.Load4(((800u * idx) + 144u));
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const vector<float16_t, 4> vec4_f16 = sb.Load<vector<float16_t, 4> >(((800u * idx) + 160u));
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const float2x2 mat2x2_f32 = tint_symbol_18(sb, ((800u * idx) + 168u));
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const float2x3 mat2x3_f32 = tint_symbol_19(sb, ((800u * idx) + 192u));
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const float2x4 mat2x4_f32 = tint_symbol_20(sb, ((800u * idx) + 224u));
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const float3x2 mat3x2_f32 = tint_symbol_21(sb, ((800u * idx) + 256u));
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const float3x3 mat3x3_f32 = tint_symbol_22(sb, ((800u * idx) + 288u));
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const float3x4 mat3x4_f32 = tint_symbol_23(sb, ((800u * idx) + 336u));
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const float4x2 mat4x2_f32 = tint_symbol_24(sb, ((800u * idx) + 384u));
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const float4x3 mat4x3_f32 = tint_symbol_25(sb, ((800u * idx) + 416u));
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const float4x4 mat4x4_f32 = tint_symbol_26(sb, ((800u * idx) + 480u));
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const matrix<float16_t, 2, 2> mat2x2_f16 = tint_symbol_27(sb, ((800u * idx) + 544u));
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const matrix<float16_t, 2, 3> mat2x3_f16 = tint_symbol_28(sb, ((800u * idx) + 552u));
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const matrix<float16_t, 2, 4> mat2x4_f16 = tint_symbol_29(sb, ((800u * idx) + 568u));
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const matrix<float16_t, 3, 2> mat3x2_f16 = tint_symbol_30(sb, ((800u * idx) + 584u));
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const matrix<float16_t, 3, 3> mat3x3_f16 = tint_symbol_31(sb, ((800u * idx) + 600u));
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const matrix<float16_t, 3, 4> mat3x4_f16 = tint_symbol_32(sb, ((800u * idx) + 624u));
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const matrix<float16_t, 4, 2> mat4x2_f16 = tint_symbol_33(sb, ((800u * idx) + 648u));
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const matrix<float16_t, 4, 3> mat4x3_f16 = tint_symbol_34(sb, ((800u * idx) + 664u));
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const matrix<float16_t, 4, 4> mat4x4_f16 = tint_symbol_35(sb, ((800u * idx) + 696u));
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const float3 arr2_vec3_f32[2] = tint_symbol_36(sb, ((800u * idx) + 736u));
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const matrix<float16_t, 4, 2> arr2_mat4x2_f16[2] = tint_symbol_37(sb, ((800u * idx) + 768u));
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}
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[numthreads(1, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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main_inner(tint_symbol.idx);
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return;
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}
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FXC validation failure:
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D:\Projects\RampUp\dawn\test\tint\buffer\Shader@0x0000018A2D5DB890(43,8-16): error X3000: syntax error: unexpected token 'float16_t'
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