blob: 70a91249badd39866cef44205271dd8b14e67abe [file] [log] [blame]
SKIP: FAILED
@group(0) @binding(0) var<storage, read_write> prevent_dce : u32;
@group(1) @binding(0) var arg_0 : texture_1d<f32>;
fn textureDimensions_f17acd() -> u32 {
var res : u32 = textureDimensions(arg_0, 1i);
return res;
}
@fragment
fn fragment_main() {
prevent_dce = textureDimensions_f17acd();
}
@compute @workgroup_size(1)
fn compute_main() {
prevent_dce = textureDimensions_f17acd();
}
struct VertexOutput {
@builtin(position)
pos : vec4<f32>,
@location(0) @interpolate(flat)
prevent_dce : u32,
}
@vertex
fn vertex_main() -> VertexOutput {
var tint_symbol : VertexOutput;
tint_symbol.pos = vec4<f32>();
tint_symbol.prevent_dce = textureDimensions_f17acd();
return tint_symbol;
}
Failed to generate: :26:43 error: var: initializer type 'vec2<u32>' does not match store type 'u32'
%res:ptr<function, u32, read_write> = var, %11
^^^
:17:3 note: in block
$B2: {
^^^
note: # Disassembly
VertexOutput = struct @align(16) {
pos:vec4<f32> @offset(0)
prevent_dce:u32 @offset(16)
}
vertex_main_outputs = struct @align(16) {
VertexOutput_prevent_dce:u32 @offset(0), @location(0), @interpolate(flat)
VertexOutput_pos:vec4<f32> @offset(16), @builtin(position)
}
$B1: { # root
%prevent_dce:hlsl.byte_address_buffer<read_write> = var @binding_point(0, 0)
%arg_0:ptr<handle, texture_1d<f32>, read> = var @binding_point(1, 0)
}
%textureDimensions_f17acd = func():u32 {
$B2: {
%4:texture_1d<f32> = load %arg_0
%5:u32 = convert 1i
%6:ptr<function, vec2<u32>, read_write> = var
%7:ptr<function, u32, read_write> = access %6, 0u
%8:ptr<function, u32, read_write> = access %6, 1u
%9:void = %4.GetDimensions %5, %7, %8
%10:vec2<u32> = load %6
%11:vec2<u32> = swizzle %10, x
%res:ptr<function, u32, read_write> = var, %11
%13:u32 = load %res
ret %13
}
}
%fragment_main = @fragment func():void {
$B3: {
%15:u32 = call %textureDimensions_f17acd
%16:void = %prevent_dce.Store 0u, %15
ret
}
}
%compute_main = @compute @workgroup_size(1, 1, 1) func():void {
$B4: {
%18:u32 = call %textureDimensions_f17acd
%19:void = %prevent_dce.Store 0u, %18
ret
}
}
%vertex_main_inner = func():VertexOutput {
$B5: {
%tint_symbol:ptr<function, VertexOutput, read_write> = var
%22:ptr<function, vec4<f32>, read_write> = access %tint_symbol, 0u
store %22, vec4<f32>(0.0f)
%23:ptr<function, u32, read_write> = access %tint_symbol, 1u
%24:u32 = call %textureDimensions_f17acd
store %23, %24
%25:VertexOutput = load %tint_symbol
ret %25
}
}
%vertex_main = @vertex func():vertex_main_outputs {
$B6: {
%27:VertexOutput = call %vertex_main_inner
%28:vec4<f32> = access %27, 0u
%29:u32 = access %27, 1u
%30:vertex_main_outputs = construct %29, %28
ret %30
}
}