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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>
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| // Copyright 2022 The Tint Authors.
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| 
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| ////////////////////////////////////////////////////////////////////////////////
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| // File generated by tools/src/cmd/gen
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| // using the template:
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| //   test/tint/builtins/gen/gen.wgsl.tmpl
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| //
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| // Do not modify this file directly
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| ////////////////////////////////////////////////////////////////////////////////
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| 
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| @group(1) @binding(0) var arg_0: texture_depth_cube;
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| @group(1) @binding(1) var arg_1: sampler;
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| 
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| // fn textureSampleLevel(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: u32) -> f32
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| fn textureSampleLevel_ae92a2() {
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|   var res: f32 = textureSampleLevel(arg_0, arg_1, vec3<f32>(1.f), 1u);
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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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| 
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| @vertex
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| fn vertex_main() -> @builtin(position) vec4<f32> {
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|   textureSampleLevel_ae92a2();
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|   return vec4<f32>();
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| }
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| 
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| @fragment
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| fn fragment_main() {
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|   textureSampleLevel_ae92a2();
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| }
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| 
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| @compute @workgroup_size(1)
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| fn compute_main() {
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|   textureSampleLevel_ae92a2();
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| }
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