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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>
26 lines
491 B
GLSL
26 lines
491 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2DArray arg_0_arg_1;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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vec4 inner;
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} prevent_dce;
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void textureSampleBias_9dbb51() {
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vec2 arg_2 = vec2(1.0f);
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int arg_3 = 1;
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float arg_4 = 1.0f;
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vec4 res = textureOffset(arg_0_arg_1, vec3(arg_2, float(arg_3)), ivec2(1), arg_4);
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prevent_dce.inner = res;
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}
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void fragment_main() {
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textureSampleBias_9dbb51();
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}
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void main() {
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fragment_main();
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return;
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}
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