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This makes the output value consistent between different platforms. Change-Id: I4f94da4deac6998c4b809b03ed3b8f58d32bb1b0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/121501 Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
31 lines
491 B
HLSL
31 lines
491 B
HLSL
void sin_68d3ab() {
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float2 res = (1.0f).xx;
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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sin_68d3ab();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)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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sin_68d3ab();
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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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sin_68d3ab();
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return;
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}
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