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https://github.com/encounter/dawn-cmake.git
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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>
86 lines
2.0 KiB
GLSL
86 lines
2.0 KiB
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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f16mat2x3 inner;
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} prevent_dce;
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void assign_and_preserve_padding_prevent_dce(f16mat2x3 value) {
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prevent_dce.inner[0] = value[0u];
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prevent_dce.inner[1] = value[1u];
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}
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void transpose_b9ad1f() {
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f16mat3x2 arg_0 = f16mat3x2(f16vec2(1.0hf), f16vec2(1.0hf), f16vec2(1.0hf));
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f16mat2x3 res = transpose(arg_0);
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assign_and_preserve_padding_prevent_dce(res);
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}
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vec4 vertex_main() {
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transpose_b9ad1f();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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f16mat2x3 inner;
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} prevent_dce;
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void assign_and_preserve_padding_prevent_dce(f16mat2x3 value) {
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prevent_dce.inner[0] = value[0u];
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prevent_dce.inner[1] = value[1u];
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}
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void transpose_b9ad1f() {
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f16mat3x2 arg_0 = f16mat3x2(f16vec2(1.0hf), f16vec2(1.0hf), f16vec2(1.0hf));
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f16mat2x3 res = transpose(arg_0);
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assign_and_preserve_padding_prevent_dce(res);
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}
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void fragment_main() {
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transpose_b9ad1f();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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f16mat2x3 inner;
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} prevent_dce;
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void assign_and_preserve_padding_prevent_dce(f16mat2x3 value) {
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prevent_dce.inner[0] = value[0u];
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prevent_dce.inner[1] = value[1u];
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}
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void transpose_b9ad1f() {
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f16mat3x2 arg_0 = f16mat3x2(f16vec2(1.0hf), f16vec2(1.0hf), f16vec2(1.0hf));
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f16mat2x3 res = transpose(arg_0);
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assign_and_preserve_padding_prevent_dce(res);
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}
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void compute_main() {
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transpose_b9ad1f();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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