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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>
41 lines
835 B
HLSL
41 lines
835 B
HLSL
float4 tint_unpack4x8snorm(uint param_0) {
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int j = int(param_0);
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int4 i = int4(j << 24, j << 16, j << 8, j) >> 24;
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return clamp(float4(i) / 127.0, -1.0, 1.0);
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}
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void unpack4x8snorm_523fb3() {
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uint arg_0 = 1u;
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float4 res = tint_unpack4x8snorm(arg_0);
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prevent_dce.Store4(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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unpack4x8snorm_523fb3();
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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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unpack4x8snorm_523fb3();
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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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unpack4x8snorm_523fb3();
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return;
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}
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