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As per https://github.com/gpuweb/gpuweb/pull/3298 Bug: tint:1703 Change-Id: I88eb40764473fdae52962b36df1b4a1c929603f6 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/105000 Reviewed-by: Alan Baker <alanbaker@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
32 lines
862 B
HLSL
32 lines
862 B
HLSL
[numthreads(1, 1, 1)]
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void unused_entry_point() {
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return;
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}
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static float4 my_global = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_my_uniform : register(b0, space0) {
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uint4 my_uniform[1];
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};
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Texture2D<float4> my_texture : register(t1, space0);
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SamplerState my_sampler : register(s2, space0);
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void foo_member_initialize() {
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bool2 vb2 = bool2(false, false);
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vb2.x = (my_global.z != 0.0f);
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vb2.x = (asfloat(my_uniform[0].x) == -1.0f);
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vb2 = bool2((asfloat(my_uniform[0].x) == -1.0f), false);
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if (vb2.x) {
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const float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, 0.0f);
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}
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}
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void foo_default_initialize() {
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bool2 vb2 = bool2(false, false);
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vb2.x = (my_global.z != 0.0f);
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vb2.x = (asfloat(my_uniform[0].x) == -1.0f);
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vb2 = (false).xx;
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if (vb2.x) {
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const float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, 0.0f);
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}
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}
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