result code = 0 standard error = { } standard output = { #pragma pack_matrix(column_major) #line 8 "tests/compute/half-texture.slang" RWTexture2D halfTexture_0 : register(u1); RWTexture2D > halfTexture2_0 : register(u2); RWTexture2D > halfTexture4_0 : register(u3); #line 5 RWStructuredBuffer outputBuffer_0 : register(u0); #line 18 [shader("compute")][numthreads(4, 4, 1)] void computeMain(vector dispatchThreadID_0 : SV_DISPATCHTHREADID) { #line 20 vector pos_0 = (vector) dispatchThreadID_0.xy; float _S1 = 1.00000000000000000000 / 3.00000000000000000000; vector pos2_0 = vector(int(3) - pos_0.y, int(3) - pos_0.x); #line 29 half h_0 = halfTexture_0[(vector) pos2_0]; vector h2_0 = halfTexture2_0[(vector) pos2_0]; vector h4_0 = halfTexture4_0[(vector) pos2_0]; halfTexture_0[(vector) pos_0] = h2_0.x + h2_0.y; halfTexture2_0[(vector) pos_0] = h4_0.xy; halfTexture4_0[(vector) pos_0] = vector(h2_0, h_0, h_0); int index_0 = pos_0.x + pos_0.y * int(4); outputBuffer_0[(uint) index_0] = index_0; return; } }