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This is required to handle materialized values, and for constant expressions. Bug: tint:1504 Change-Id: I79ad567954de2d1cfea09dda255894e4e2aa678e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92081 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com> Commit-Queue: Ben Clayton <bclayton@chromium.org>
37 lines
703 B
HLSL
37 lines
703 B
HLSL
Texture2D<int4> arg_0 : register(t0, space1);
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int4 textureLoad2d(Texture2D<int4> tint_symbol, int2 coords, int level) {
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return tint_symbol.Load(int3(coords, level));
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}
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void doTextureLoad() {
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int4 res = textureLoad2d(arg_0, (0).xx, 0);
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}
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struct tint_symbol_1 {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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doTextureLoad();
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return (0.0f).xxxx;
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}
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tint_symbol_1 vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol_1 wrapper_result = (tint_symbol_1)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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doTextureLoad();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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doTextureLoad();
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return;
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}
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