dawn-cmake/test/bug/tint/403.wgsl.expected.hlsl

44 lines
1.7 KiB
HLSL

float2x2 tint_symbol_4(uint4 buffer[1], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
uint4 ubo_load = buffer[scalar_offset / 4];
const uint scalar_offset_1 = ((offset + 8u)) / 4;
uint4 ubo_load_1 = buffer[scalar_offset_1 / 4];
return float2x2(asfloat(((scalar_offset & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_1 & 2) ? ubo_load_1.zw : ubo_load_1.xy)));
}
float2x2 tint_symbol_6(uint4 buffer[1], uint offset) {
const uint scalar_offset_2 = ((offset + 0u)) / 4;
uint4 ubo_load_2 = buffer[scalar_offset_2 / 4];
const uint scalar_offset_3 = ((offset + 8u)) / 4;
uint4 ubo_load_3 = buffer[scalar_offset_3 / 4];
return float2x2(asfloat(((scalar_offset_2 & 2) ? ubo_load_2.zw : ubo_load_2.xy)), asfloat(((scalar_offset_3 & 2) ? ubo_load_3.zw : ubo_load_3.xy)));
}
cbuffer cbuffer_x_20 : register(b0, space0) {
uint4 x_20[1];
};
cbuffer cbuffer_x_26 : register(b0, space1) {
uint4 x_26[1];
};
struct tint_symbol_1 {
uint gl_VertexIndex : SV_VertexID;
};
struct tint_symbol_2 {
float4 value : SV_Position;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const uint gl_VertexIndex = tint_symbol.gl_VertexIndex;
float2 indexable[3] = (float2[3])0;
const float2x2 x_23 = tint_symbol_4(x_20, 0u);
const float2x2 x_28 = tint_symbol_6(x_26, 0u);
const uint x_46 = gl_VertexIndex;
const float2 tint_symbol_7[3] = {float2(-1.0f, 1.0f), float2(1.0f, 1.0f), float2(-1.0f, -1.0f)};
indexable = tint_symbol_7;
const float2 x_51 = indexable[x_46];
const float2 x_52 = mul(x_51, float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])));
const tint_symbol_2 tint_symbol_8 = {float4(x_52.x, x_52.y, 0.0f, 1.0f)};
return tint_symbol_8;
}