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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>
42 lines
999 B
HLSL
42 lines
999 B
HLSL
SKIP: FAILED
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void prevent_dce_store(uint offset, matrix<float16_t, 3, 3> value) {
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prevent_dce.Store<vector<float16_t, 3> >((offset + 0u), value[0u]);
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prevent_dce.Store<vector<float16_t, 3> >((offset + 8u), value[1u]);
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prevent_dce.Store<vector<float16_t, 3> >((offset + 16u), value[2u]);
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}
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void transpose_06794e() {
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matrix<float16_t, 3, 3> res = matrix<float16_t, 3, 3>((float16_t(1.0h)).xxx, (float16_t(1.0h)).xxx, (float16_t(1.0h)).xxx);
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prevent_dce_store(0u, 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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transpose_06794e();
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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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transpose_06794e();
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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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transpose_06794e();
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return;
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}
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