dawn-cmake/test/tint/builtins/gen/firstLeadingBit/3fd7d0.wgsl.expected.glsl

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#version 310 es
uvec3 tint_first_leading_bit(uvec3 v) {
uvec3 x = v;
uvec3 b16 = mix(uvec3(0u), uvec3(16u), bvec3((x & uvec3(4294901760u))));
x = (x >> b16);
uvec3 b8 = mix(uvec3(0u), uvec3(8u), bvec3((x & uvec3(65280u))));
x = (x >> b8);
uvec3 b4 = mix(uvec3(0u), uvec3(4u), bvec3((x & uvec3(240u))));
x = (x >> b4);
uvec3 b2 = mix(uvec3(0u), uvec3(2u), bvec3((x & uvec3(12u))));
x = (x >> b2);
uvec3 b1 = mix(uvec3(0u), uvec3(1u), bvec3((x & uvec3(2u))));
uvec3 is_zero = mix(uvec3(0u), uvec3(4294967295u), equal(x, uvec3(0u)));
return uvec3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstLeadingBit_3fd7d0() {
uvec3 res = tint_first_leading_bit(uvec3(0u, 0u, 0u));
}
vec4 vertex_main() {
firstLeadingBit_3fd7d0();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
uvec3 tint_first_leading_bit(uvec3 v) {
uvec3 x = v;
uvec3 b16 = mix(uvec3(0u), uvec3(16u), bvec3((x & uvec3(4294901760u))));
x = (x >> b16);
uvec3 b8 = mix(uvec3(0u), uvec3(8u), bvec3((x & uvec3(65280u))));
x = (x >> b8);
uvec3 b4 = mix(uvec3(0u), uvec3(4u), bvec3((x & uvec3(240u))));
x = (x >> b4);
uvec3 b2 = mix(uvec3(0u), uvec3(2u), bvec3((x & uvec3(12u))));
x = (x >> b2);
uvec3 b1 = mix(uvec3(0u), uvec3(1u), bvec3((x & uvec3(2u))));
uvec3 is_zero = mix(uvec3(0u), uvec3(4294967295u), equal(x, uvec3(0u)));
return uvec3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstLeadingBit_3fd7d0() {
uvec3 res = tint_first_leading_bit(uvec3(0u, 0u, 0u));
}
void fragment_main() {
firstLeadingBit_3fd7d0();
}
void main() {
fragment_main();
return;
}
#version 310 es
uvec3 tint_first_leading_bit(uvec3 v) {
uvec3 x = v;
uvec3 b16 = mix(uvec3(0u), uvec3(16u), bvec3((x & uvec3(4294901760u))));
x = (x >> b16);
uvec3 b8 = mix(uvec3(0u), uvec3(8u), bvec3((x & uvec3(65280u))));
x = (x >> b8);
uvec3 b4 = mix(uvec3(0u), uvec3(4u), bvec3((x & uvec3(240u))));
x = (x >> b4);
uvec3 b2 = mix(uvec3(0u), uvec3(2u), bvec3((x & uvec3(12u))));
x = (x >> b2);
uvec3 b1 = mix(uvec3(0u), uvec3(1u), bvec3((x & uvec3(2u))));
uvec3 is_zero = mix(uvec3(0u), uvec3(4294967295u), equal(x, uvec3(0u)));
return uvec3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstLeadingBit_3fd7d0() {
uvec3 res = tint_first_leading_bit(uvec3(0u, 0u, 0u));
}
void compute_main() {
firstLeadingBit_3fd7d0();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}