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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>
31 lines
714 B
WebGPU Shading Language
31 lines
714 B
WebGPU Shading Language
@group(1) @binding(0) var arg_0 : texture_depth_2d_array;
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@group(1) @binding(1) var arg_1 : sampler_comparison;
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fn textureSampleCompareLevel_b6e47c() {
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var arg_2 = vec2<f32>(1.0f);
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var arg_3 = 1i;
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var arg_4 = 1.0f;
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const arg_5 = vec2<i32>(1i);
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var res : f32 = textureSampleCompareLevel(arg_0, arg_1, arg_2, arg_3, arg_4, arg_5);
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prevent_dce = res;
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}
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@group(2) @binding(0) var<storage, read_write> prevent_dce : f32;
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@vertex
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fn vertex_main() -> @builtin(position) vec4<f32> {
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textureSampleCompareLevel_b6e47c();
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return vec4<f32>();
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}
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@fragment
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fn fragment_main() {
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textureSampleCompareLevel_b6e47c();
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}
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@compute @workgroup_size(1)
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fn compute_main() {
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textureSampleCompareLevel_b6e47c();
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}
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