Ben Clayton 77a90cb796 test/tint/builtins/gen: Use returned value
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>
2023-03-06 18:25:08 +00:00

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#include <metal_stdlib>
using namespace metal;
float4 tint_textureSampleBaseClampToEdge(texture2d<float, access::sample> t, sampler s, float2 coord) {
float2 const dims = float2(uint2(t.get_width(0), t.get_height(0)));
float2 const half_texel = (float2(0.5f) / dims);
float2 const clamped = clamp(coord, half_texel, (1.0f - half_texel));
return t.sample(s, clamped, level(0.0f));
}
void textureSampleBaseClampToEdge_9ca02c(texture2d<float, access::sample> tint_symbol_1, sampler tint_symbol_2, device float4* const tint_symbol_3) {
float4 res = tint_textureSampleBaseClampToEdge(tint_symbol_1, tint_symbol_2, float2(1.0f));
*(tint_symbol_3) = res;
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5, device float4* const tint_symbol_6) {
textureSampleBaseClampToEdge_9ca02c(tint_symbol_4, tint_symbol_5, tint_symbol_6);
return float4(0.0f);
}
vertex tint_symbol vertex_main(texture2d<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], device float4* tint_symbol_9 [[buffer(0)]]) {
float4 const inner_result = vertex_main_inner(tint_symbol_7, tint_symbol_8, tint_symbol_9);
tint_symbol wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}
fragment void fragment_main(texture2d<float, access::sample> tint_symbol_10 [[texture(0)]], sampler tint_symbol_11 [[sampler(0)]], device float4* tint_symbol_12 [[buffer(0)]]) {
textureSampleBaseClampToEdge_9ca02c(tint_symbol_10, tint_symbol_11, tint_symbol_12);
return;
}
kernel void compute_main(texture2d<float, access::sample> tint_symbol_13 [[texture(0)]], sampler tint_symbol_14 [[sampler(0)]], device float4* tint_symbol_15 [[buffer(0)]]) {
textureSampleBaseClampToEdge_9ca02c(tint_symbol_13, tint_symbol_14, tint_symbol_15);
return;
}