dawn-cmake/test/tint/bug/tint/1703.wgsl.expected.dxc.hlsl
Antonio Maiorano 79195ca42a tint/uniformity: implement analysis for full and partial assignments
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>
2022-10-17 21:47:38 +00:00

32 lines
862 B
HLSL

[numthreads(1, 1, 1)]
void unused_entry_point() {
return;
}
static float4 my_global = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_my_uniform : register(b0, space0) {
uint4 my_uniform[1];
};
Texture2D<float4> my_texture : register(t1, space0);
SamplerState my_sampler : register(s2, space0);
void foo_member_initialize() {
bool2 vb2 = bool2(false, false);
vb2.x = (my_global.z != 0.0f);
vb2.x = (asfloat(my_uniform[0].x) == -1.0f);
vb2 = bool2((asfloat(my_uniform[0].x) == -1.0f), false);
if (vb2.x) {
const float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, 0.0f);
}
}
void foo_default_initialize() {
bool2 vb2 = bool2(false, false);
vb2.x = (my_global.z != 0.0f);
vb2.x = (asfloat(my_uniform[0].x) == -1.0f);
vb2 = (false).xx;
if (vb2.x) {
const float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, 0.0f);
}
}