blob: 1baf00e333d05e8bac702421eed1e4217662483b [file] [log] [blame]
SKIP: FAILED
struct VertexOutput {
float4 pos;
vector<float16_t, 4> prevent_dce;
};
struct vertex_main_outputs {
nointerpolation vector<float16_t, 4> VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
vector<float16_t, 4> tint_bitcast_to_f16(float2 src) {
uint2 v = asuint(src);
uint2 mask = (65535u).xx;
uint2 shift = (16u).xx;
float2 t_low = f16tof32((v & mask));
float2 t_high = f16tof32(((v >> shift) & mask));
float16_t v_1 = float16_t(t_low.x);
float16_t v_2 = float16_t(t_high.x);
float16_t v_3 = float16_t(t_low.y);
return vector<float16_t, 4>(v_1, v_2, v_3, float16_t(t_high.y));
}
vector<float16_t, 4> bitcast_429d64() {
float2 arg_0 = (1.0f).xx;
vector<float16_t, 4> res = tint_bitcast_to_f16(arg_0);
return res;
}
void fragment_main() {
prevent_dce.Store<vector<float16_t, 4> >(0u, bitcast_429d64());
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store<vector<float16_t, 4> >(0u, bitcast_429d64());
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = bitcast_429d64();
VertexOutput v_4 = tint_symbol;
return v_4;
}
vertex_main_outputs vertex_main() {
VertexOutput v_5 = vertex_main_inner();
VertexOutput v_6 = v_5;
VertexOutput v_7 = v_5;
vertex_main_outputs v_8 = {v_7.prevent_dce, v_6.pos};
return v_8;
}
FXC validation failure:
c:\src\dawn\Shader@0x00000229FFD2F360(3,10-18): error X3000: syntax error: unexpected token 'float16_t'