blob: 18c48cb87bd1a9394f537407b0fdeb0efbef0578 [file] [log] [blame]
SKIP: FAILED
struct VertexOutput {
float4 pos;
vector<float16_t, 2> prevent_dce;
};
struct vertex_main_outputs {
nointerpolation vector<float16_t, 2> VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
vector<float16_t, 2> asinh_ad8f8b() {
vector<float16_t, 2> arg_0 = (float16_t(1.0h)).xx;
vector<float16_t, 2> v = arg_0;
vector<float16_t, 2> res = log((v + sqrt(((v * v) + (float16_t(1.0h)).xx))));
return res;
}
void fragment_main() {
prevent_dce.Store<vector<float16_t, 2> >(0u, asinh_ad8f8b());
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store<vector<float16_t, 2> >(0u, asinh_ad8f8b());
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = asinh_ad8f8b();
VertexOutput v_1 = tint_symbol;
return v_1;
}
vertex_main_outputs vertex_main() {
VertexOutput v_2 = vertex_main_inner();
VertexOutput v_3 = v_2;
VertexOutput v_4 = v_2;
vertex_main_outputs v_5 = {v_4.prevent_dce, v_3.pos};
return v_5;
}
FXC validation failure:
c:\src\dawn\Shader@0x000001DFB9BECF00(3,10-18): error X3000: syntax error: unexpected token 'float16_t'