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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>
46 lines
1.1 KiB
HLSL
46 lines
1.1 KiB
HLSL
int2 tint_extract_bits(int2 v, uint offset, uint count) {
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const uint s = min(offset, 32u);
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const uint e = min(32u, (s + count));
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const uint shl = (32u - e);
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const uint shr = (shl + s);
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const int2 shl_result = ((shl < 32u) ? (v << uint2((shl).xx)) : (0).xx);
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return ((shr < 32u) ? (shl_result >> uint2((shr).xx)) : ((shl_result >> (31u).xx) >> (1u).xx));
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}
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void extractBits_a99a8d() {
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int2 arg_0 = (1).xx;
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uint arg_1 = 1u;
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uint arg_2 = 1u;
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int2 res = tint_extract_bits(arg_0, arg_1, arg_2);
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prevent_dce.Store2(0u, asuint(res));
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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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extractBits_a99a8d();
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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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extractBits_a99a8d();
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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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extractBits_a99a8d();
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return;
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}
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