Ben Clayton 77a90cb796 test/tint/builtins/gen: Use returned value
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>
2023-03-06 18:25:08 +00:00

95 lines
2.4 KiB
GLSL

#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureSampleBaseClampToEdge_9ca02c();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f));
prevent_dce.inner = res;
}
void fragment_main() {
textureSampleBaseClampToEdge_9ca02c();
}
void main() {
fragment_main();
return;
}
#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f));
prevent_dce.inner = res;
}
void compute_main() {
textureSampleBaseClampToEdge_9ca02c();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}