dawn-cmake/test/shader_io/vertex_input_mixed.wgsl.expected.hlsl
Ben Clayton 5d2f34ecf2 writer/hlsl: Simplify emission logic, clean up output
And fix issues where global variables would not be emitted unless they were transitively referenced by an entry point.

This change requires crbug.com/tint/697 to be fixed before landing.

Change-Id: I712bd9d369e08c9a3cdfb0f114c3609584f91f28
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/54241
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: James Price <jrprice@google.com>
2021-06-16 09:19:36 +00:00

34 lines
941 B
HLSL

struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
float4 loc3;
};
struct tint_symbol_1 {
int loc0 : TEXCOORD0;
uint loc1 : TEXCOORD1;
float loc2 : TEXCOORD2;
float4 loc3 : TEXCOORD3;
uint vertex_index : SV_VertexID;
uint instance_index : SV_InstanceID;
};
struct tint_symbol_2 {
float4 value : SV_Position;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const VertexInputs0 inputs0 = {tint_symbol.vertex_index, tint_symbol.loc0};
const uint loc1 = tint_symbol.loc1;
const uint instance_index = tint_symbol.instance_index;
const VertexInputs1 inputs1 = {tint_symbol.loc2, tint_symbol.loc3};
const uint foo = (inputs0.vertex_index + instance_index);
const int i = inputs0.loc0;
const uint u = loc1;
const float f = inputs1.loc2;
const float4 v = inputs1.loc3;
const tint_symbol_2 tint_symbol_3 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_3;
}