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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>
35 lines
1.5 KiB
Plaintext
35 lines
1.5 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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void textureSampleLevel_b7c55c(texture2d_array<float, access::sample> tint_symbol_1, sampler tint_symbol_2, device float4* const tint_symbol_3) {
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float4 res = tint_symbol_1.sample(tint_symbol_2, float2(1.0f), 1, level(1.0f), int2(1));
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*(tint_symbol_3) = res;
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}
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struct tint_symbol {
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float4 value [[position]];
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};
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float4 vertex_main_inner(texture2d_array<float, access::sample> tint_symbol_4, sampler tint_symbol_5, device float4* const tint_symbol_6) {
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textureSampleLevel_b7c55c(tint_symbol_4, tint_symbol_5, tint_symbol_6);
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return float4(0.0f);
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}
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vertex tint_symbol vertex_main(texture2d_array<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], device float4* tint_symbol_9 [[buffer(0)]]) {
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float4 const inner_result = vertex_main_inner(tint_symbol_7, tint_symbol_8, tint_symbol_9);
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tint_symbol wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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fragment void fragment_main(texture2d_array<float, access::sample> tint_symbol_10 [[texture(0)]], sampler tint_symbol_11 [[sampler(0)]], device float4* tint_symbol_12 [[buffer(0)]]) {
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textureSampleLevel_b7c55c(tint_symbol_10, tint_symbol_11, tint_symbol_12);
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return;
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}
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kernel void compute_main(texture2d_array<float, access::sample> tint_symbol_13 [[texture(0)]], sampler tint_symbol_14 [[sampler(0)]], device float4* tint_symbol_15 [[buffer(0)]]) {
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textureSampleLevel_b7c55c(tint_symbol_13, tint_symbol_14, tint_symbol_15);
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return;
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}
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