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HLSL: Fix #1679: Add HLSL earlydepthstencil -> SPV EarlyFragmentTests.
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Test/baseResults/hlsl.earlydepthstencil.frag.out
Executable file
189
Test/baseResults/hlsl.earlydepthstencil.frag.out
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hlsl.earlydepthstencil.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using early_fragment_tests
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0:? Sequence
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0:8 Function Definition: @main(struct-InputStruct-vf41; ( temp uint)
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0:8 Function Parameters:
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0:8 'input' ( in structure{ temp 4-component vector of float Position})
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0:? Sequence
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0:10 move second child to first child ( temp uint)
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0:10 'oldVal' ( temp uint)
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0:10 imageAtomicExchange ( temp uint)
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0:10 'Values' (layout( r32ui) uniform uimage2D)
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0:? Construct uvec2 ( temp 2-component vector of uint)
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0:10 Convert float to uint ( temp uint)
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0:10 direct index ( temp float)
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0:10 Position: direct index for structure ( temp 4-component vector of float)
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0:10 'input' ( in structure{ temp 4-component vector of float Position})
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0:10 Constant:
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0:10 0 (const int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 Convert float to uint ( temp uint)
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0:10 direct index ( temp float)
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0:10 Position: direct index for structure ( temp 4-component vector of float)
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0:10 'input' ( in structure{ temp 4-component vector of float Position})
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0:10 Constant:
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0:10 0 (const int)
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0:10 Constant:
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0:10 1 (const int)
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0:10 Constant:
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0:10 1 (const uint)
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0:11 Branch: Return with expression
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0:11 'oldVal' ( temp uint)
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0:8 Function Definition: main( ( temp void)
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0:8 Function Parameters:
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 Position: direct index for structure ( temp 4-component vector of float)
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0:? 'input' ( temp structure{ temp 4-component vector of float Position})
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0:8 Constant:
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0:8 0 (const int)
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0:? 'input.Position' ( in 4-component vector of float FragCoord)
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0:8 move second child to first child ( temp uint)
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0:? '@entryPointOutput' (layout( location=0) out uint)
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0:8 Function Call: @main(struct-InputStruct-vf41; ( temp uint)
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0:? 'input' ( temp structure{ temp 4-component vector of float Position})
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0:? Linker Objects
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0:? 'Values' (layout( r32ui) uniform uimage2D)
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0:? '@entryPointOutput' (layout( location=0) out uint)
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0:? 'input.Position' ( in 4-component vector of float FragCoord)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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using early_fragment_tests
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0:? Sequence
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0:8 Function Definition: @main(struct-InputStruct-vf41; ( temp uint)
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0:8 Function Parameters:
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0:8 'input' ( in structure{ temp 4-component vector of float Position})
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0:? Sequence
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0:10 move second child to first child ( temp uint)
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0:10 'oldVal' ( temp uint)
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0:10 imageAtomicExchange ( temp uint)
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0:10 'Values' (layout( r32ui) uniform uimage2D)
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0:? Construct uvec2 ( temp 2-component vector of uint)
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0:10 Convert float to uint ( temp uint)
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0:10 direct index ( temp float)
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0:10 Position: direct index for structure ( temp 4-component vector of float)
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0:10 'input' ( in structure{ temp 4-component vector of float Position})
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0:10 Constant:
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0:10 0 (const int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 Convert float to uint ( temp uint)
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0:10 direct index ( temp float)
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0:10 Position: direct index for structure ( temp 4-component vector of float)
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0:10 'input' ( in structure{ temp 4-component vector of float Position})
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0:10 Constant:
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0:10 0 (const int)
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0:10 Constant:
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0:10 1 (const int)
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0:10 Constant:
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0:10 1 (const uint)
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0:11 Branch: Return with expression
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0:11 'oldVal' ( temp uint)
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0:8 Function Definition: main( ( temp void)
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0:8 Function Parameters:
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 Position: direct index for structure ( temp 4-component vector of float)
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0:? 'input' ( temp structure{ temp 4-component vector of float Position})
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0:8 Constant:
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0:8 0 (const int)
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0:? 'input.Position' ( in 4-component vector of float FragCoord)
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0:8 move second child to first child ( temp uint)
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0:? '@entryPointOutput' (layout( location=0) out uint)
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0:8 Function Call: @main(struct-InputStruct-vf41; ( temp uint)
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0:? 'input' ( temp structure{ temp 4-component vector of float Position})
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0:? Linker Objects
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0:? 'Values' (layout( r32ui) uniform uimage2D)
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0:? '@entryPointOutput' (layout( location=0) out uint)
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0:? 'input.Position' ( in 4-component vector of float FragCoord)
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// Module Version 10000
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// Generated by (magic number): 80007
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// Id's are bound by 50
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 41 46
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 EarlyFragmentTests
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Source HLSL 500
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Name 4 "main"
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Name 8 "InputStruct"
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MemberName 8(InputStruct) 0 "Position"
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Name 13 "@main(struct-InputStruct-vf41;"
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Name 12 "input"
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Name 16 "oldVal"
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Name 19 "Values"
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Name 39 "input"
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Name 41 "input.Position"
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Name 46 "@entryPointOutput"
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Name 47 "param"
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Decorate 19(Values) DescriptorSet 0
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Decorate 19(Values) Binding 0
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Decorate 41(input.Position) BuiltIn FragCoord
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Decorate 46(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8(InputStruct): TypeStruct 7(fvec4)
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9: TypePointer Function 8(InputStruct)
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10: TypeInt 32 0
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11: TypeFunction 10(int) 9(ptr)
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15: TypePointer Function 10(int)
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17: TypeImage 10(int) 2D nonsampled format:R32ui
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18: TypePointer UniformConstant 17
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19(Values): 18(ptr) Variable UniformConstant
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20: TypeInt 32 1
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21: 20(int) Constant 0
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22: 10(int) Constant 0
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23: TypePointer Function 6(float)
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27: 10(int) Constant 1
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31: TypeVector 10(int) 2
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33: TypePointer Image 10(int)
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40: TypePointer Input 7(fvec4)
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41(input.Position): 40(ptr) Variable Input
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43: TypePointer Function 7(fvec4)
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45: TypePointer Output 10(int)
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46(@entryPointOutput): 45(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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39(input): 9(ptr) Variable Function
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47(param): 9(ptr) Variable Function
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42: 7(fvec4) Load 41(input.Position)
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44: 43(ptr) AccessChain 39(input) 21
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Store 44 42
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48:8(InputStruct) Load 39(input)
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Store 47(param) 48
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49: 10(int) FunctionCall 13(@main(struct-InputStruct-vf41;) 47(param)
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Store 46(@entryPointOutput) 49
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Return
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FunctionEnd
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13(@main(struct-InputStruct-vf41;): 10(int) Function None 11
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12(input): 9(ptr) FunctionParameter
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14: Label
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16(oldVal): 15(ptr) Variable Function
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24: 23(ptr) AccessChain 12(input) 21 22
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25: 6(float) Load 24
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26: 10(int) ConvertFToU 25
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28: 23(ptr) AccessChain 12(input) 21 27
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29: 6(float) Load 28
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30: 10(int) ConvertFToU 29
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32: 31(ivec2) CompositeConstruct 26 30
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34: 33(ptr) ImageTexelPointer 19(Values) 32 22
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35: 10(int) AtomicExchange 34 27 22 27
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Store 16(oldVal) 35
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36: 10(int) Load 16(oldVal)
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ReturnValue 36
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FunctionEnd
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12
Test/hlsl.earlydepthstencil.frag
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12
Test/hlsl.earlydepthstencil.frag
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RWTexture2D<uint> Values;
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struct InputStruct {
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float4 Position : SV_POSITION;
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};
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[earlydepthstencil]
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uint main(InputStruct input) : SV_Target {
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uint oldVal;
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InterlockedExchange(Values[uint2(input.Position.x, input.Position.y)], 1.0, oldVal);
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return oldVal;
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}
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@ -185,6 +185,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.depthLess.frag", "PixelShaderFunction"},
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{"hlsl.discard.frag", "PixelShaderFunction"},
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{"hlsl.doLoop.frag", "PixelShaderFunction"},
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{"hlsl.earlydepthstencil.frag", "main"},
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{"hlsl.emptystructreturn.frag", "main"},
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{"hlsl.emptystructreturn.vert", "main"},
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{"hlsl.emptystruct.init.vert", "main"},
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}
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break;
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}
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case EatEarlyDepthStencil:
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intermediate.setEarlyFragmentTests();
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break;
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case EatBuiltIn:
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case EatLocation:
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// tolerate these because of dual use of entrypoint and type attributes
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