dawn-cmake/test/intrinsics/gen/arrayLength/647a40.wgsl.expected.hlsl
James Price 9fd3befa17 tools: Return position from generated vertex shaders
This is required to generate valid MSL code, and will soon be
validated by Tint too.

Change-Id: I4c5f5c4ecb1c91131c934de1132217d9f6be1f8e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53420
Auto-Submit: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-06-04 17:31:48 +00:00

31 lines
570 B
HLSL

struct tint_symbol {
float4 value : SV_Position;
};
ByteAddressBuffer sb : register(t0, space0);
void arrayLength_647a40() {
uint tint_symbol_2 = 0u;
sb.GetDimensions(tint_symbol_2);
const uint tint_symbol_3 = ((tint_symbol_2 - 0u) / 4u);
uint res = tint_symbol_3;
}
tint_symbol vertex_main() {
arrayLength_647a40();
const tint_symbol tint_symbol_4 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_4;
}
void fragment_main() {
arrayLength_647a40();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
arrayLength_647a40();
return;
}