dawn-cmake/test/expressions/binary_expressions.wgsl.exp...

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void bitwise_i32() {
int s1 = 0;
int s2 = 0;
int3 v1 = int3(0, 0, 0);
int3 v2 = int3(0, 0, 0);
s1 = (s1 | s2);
s1 = (s1 & s2);
s1 = (s1 ^ s2);
v1 = (v1 | v2);
v1 = (v1 & v2);
v1 = (v1 ^ v2);
}
void bitwise_u32() {
uint s1 = 0u;
uint s2 = 0u;
uint3 v1 = uint3(0u, 0u, 0u);
uint3 v2 = uint3(0u, 0u, 0u);
s1 = (s1 | s2);
s1 = (s1 & s2);
s1 = (s1 ^ s2);
v1 = (v1 | v2);
v1 = (v1 & v2);
v1 = (v1 ^ v2);
}
void vector_scalar_f32() {
float3 v = float3(0.0f, 0.0f, 0.0f);
float s = 0.0f;
float3 r = float3(0.0f, 0.0f, 0.0f);
r = (v + s);
r = (v - s);
r = (v * s);
r = (v / s);
}
void vector_scalar_i32() {
int3 v = int3(0, 0, 0);
int s = 0;
int3 r = int3(0, 0, 0);
r = (v + s);
r = (v - s);
r = (v * s);
r = (v / s);
r = (v % s);
}
void vector_scalar_u32() {
uint3 v = uint3(0u, 0u, 0u);
uint s = 0u;
uint3 r = uint3(0u, 0u, 0u);
r = (v + s);
r = (v - s);
r = (v * s);
r = (v / s);
r = (v % s);
}
void scalar_vector_f32() {
float3 v = float3(0.0f, 0.0f, 0.0f);
float s = 0.0f;
float3 r = float3(0.0f, 0.0f, 0.0f);
r = (s + v);
r = (s - v);
r = (s * v);
r = (s / v);
}
void scalar_vector_i32() {
int3 v = int3(0, 0, 0);
int s = 0;
int3 r = int3(0, 0, 0);
r = (s + v);
r = (s - v);
r = (s * v);
r = (s / v);
r = (s % v);
}
void scalar_vector_u32() {
uint3 v = uint3(0u, 0u, 0u);
uint s = 0u;
uint3 r = uint3(0u, 0u, 0u);
r = (s + v);
r = (s - v);
r = (s * v);
r = (s / v);
r = (s % v);
}
void matrix_matrix_f32() {
float3x4 m34 = float3x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float4x3 m43 = float4x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float3x3 m33 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float4x4 m44 = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m34 = (m34 + m34);
m34 = (m34 - m34);
m33 = mul(m34, m43);
m44 = mul(m43, m34);
}
struct tint_symbol {
float4 value : SV_Target0;
};
tint_symbol main() {
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_1;
}