GLSL: fix isNormal.
(I know it's deprecated, I'm just being a completist.) Bug: tint:1222 Change-Id: Ie7716d2f5dd2d2bd2245ba2b0fe7ed8705574de0 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/80141 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
parent
723f999ac2
commit
6f9ac3524a
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@ -970,21 +970,27 @@ bool GeneratorImpl::EmitIsNormalCall(std::ostream& out,
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[&](TextBuffer* b, const std::vector<std::string>& params) {
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auto* input_ty = builtin->Parameters()[0]->Type();
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std::string width;
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std::string vec_type;
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if (auto* vec = input_ty->As<sem::Vector>()) {
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width = std::to_string(vec->Width());
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vec_type = "uvec" + std::to_string(vec->Width());
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} else {
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vec_type = "uint";
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}
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constexpr auto* kExponentMask = "0x7f80000";
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constexpr auto* kMinNormalExponent = "0x0080000";
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constexpr auto* kMaxNormalExponent = "0x7f00000";
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constexpr auto* kExponentMask = "0x7f80000u";
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constexpr auto* kMinNormalExponent = "0x0080000u";
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constexpr auto* kMaxNormalExponent = "0x7f00000u";
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line(b) << "uint" << width << " exponent = asuint(" << params[0]
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line(b) << vec_type << " exponent = floatBitsToUint(" << params[0]
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<< ") & " << kExponentMask << ";";
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line(b) << "uint" << width << " clamped = "
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line(b) << vec_type << " clamped = "
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<< "clamp(exponent, " << kMinNormalExponent << ", "
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<< kMaxNormalExponent << ");";
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line(b) << "return clamped == exponent;";
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if (input_ty->Is<sem::Vector>()) {
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line(b) << "return equal(clamped, exponent);";
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} else {
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line(b) << "return clamped == exponent;";
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}
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return true;
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});
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}
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@ -415,7 +415,6 @@ void main() {
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)"));
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}
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#if 0
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TEST_F(GlslGeneratorImplTest_Builtin, IsNormal_Scalar) {
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auto* val = Var("val", ty.f32());
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auto* call = Call("isNormal", val);
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@ -424,10 +423,23 @@ TEST_F(GlslGeneratorImplTest_Builtin, IsNormal_Scalar) {
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GeneratorImpl& gen = SanitizeAndBuild();
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ASSERT_TRUE(gen.Generate()) << gen.error();
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EXPECT_THAT(gen.result(), HasSubstr(R"(
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uint tint_isnormal_exponent = asuint(val) & 0x7f80000;
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uint tint_isnormal_clamped = clamp(tint_isnormal_exponent, 0x0080000, 0x7f00000);
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(tint_isnormal_clamped == tint_isnormal_exponent);
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EXPECT_THAT(gen.result(), HasSubstr(R"(ion 310 es
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bool tint_isNormal(float param_0) {
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uint exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uint clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return clamped == exponent;
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}
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void test_function() {
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float val = 0.0f;
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bool tint_symbol = tint_isNormal(val);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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test_function();
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)"));
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}
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@ -439,13 +451,25 @@ TEST_F(GlslGeneratorImplTest_Builtin, IsNormal_Vector) {
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GeneratorImpl& gen = SanitizeAndBuild();
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ASSERT_TRUE(gen.Generate()) << gen.error();
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EXPECT_THAT(gen.result(), HasSubstr(R"(
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uvec3 tint_isnormal_exponent = asuint(val) & 0x7f80000;
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uvec3 tint_isnormal_clamped = clamp(tint_isnormal_exponent, 0x0080000, 0x7f00000);
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(tint_isnormal_clamped == tint_isnormal_exponent);
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EXPECT_THAT(gen.result(), HasSubstr(R"( 310 es
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bvec3 tint_isNormal(vec3 param_0) {
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uvec3 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec3 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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void test_function() {
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vec3 val = vec3(0.0f, 0.0f, 0.0f);
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bvec3 tint_symbol = tint_isNormal(val);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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test_function();
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)"));
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}
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#endif
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TEST_F(GlslGeneratorImplTest_Builtin, Degrees_Scalar) {
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auto* val = Var("val", ty.f32());
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@ -1,5 +1,3 @@
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SKIP: FAILED
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builtins/gen/isNormal/863dcd.wgsl:28:25 warning: use of deprecated builtin
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var res: vec4<bool> = isNormal(vec4<f32>());
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^^^^^^^^
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@ -7,9 +5,9 @@ builtins/gen/isNormal/863dcd.wgsl:28:25 warning: use of deprecated builtin
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#version 310 es
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bvec4 tint_isNormal(vec4 param_0) {
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uint4 exponent = asuint(param_0) & 0x7f80000;
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uint4 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec4 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec4 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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@ -29,20 +27,13 @@ void main() {
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uint4' : undeclared identifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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bvec4 tint_isNormal(vec4 param_0) {
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uint4 exponent = asuint(param_0) & 0x7f80000;
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uint4 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec4 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec4 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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@ -58,19 +49,12 @@ void main() {
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:5: 'uint4' : undeclared identifier
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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bvec4 tint_isNormal(vec4 param_0) {
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uint4 exponent = asuint(param_0) & 0x7f80000;
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uint4 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec4 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec4 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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@ -87,10 +71,3 @@ void main() {
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uint4' : undeclared identifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@ -1,5 +1,3 @@
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SKIP: FAILED
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builtins/gen/isNormal/b00ab1.wgsl:28:25 warning: use of deprecated builtin
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var res: vec2<bool> = isNormal(vec2<f32>());
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^^^^^^^^
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#version 310 es
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bvec2 tint_isNormal(vec2 param_0) {
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uint2 exponent = asuint(param_0) & 0x7f80000;
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uint2 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uint2' : undeclared identifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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bvec2 tint_isNormal(vec2 param_0) {
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uint2 exponent = asuint(param_0) & 0x7f80000;
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uint2 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:5: 'uint2' : undeclared identifier
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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bvec2 tint_isNormal(vec2 param_0) {
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uint2 exponent = asuint(param_0) & 0x7f80000;
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uint2 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uint2' : undeclared identifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@ -1,5 +1,3 @@
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SKIP: FAILED
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builtins/gen/isNormal/c286b7.wgsl:28:25 warning: use of deprecated builtin
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var res: vec3<bool> = isNormal(vec3<f32>());
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^^^^^^^^
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#version 310 es
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bvec3 tint_isNormal(vec3 param_0) {
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uint3 exponent = asuint(param_0) & 0x7f80000;
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uint3 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec3 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec3 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uint3' : undeclared identifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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bvec3 tint_isNormal(vec3 param_0) {
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uint3 exponent = asuint(param_0) & 0x7f80000;
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uint3 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec3 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec3 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:5: 'uint3' : undeclared identifier
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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bvec3 tint_isNormal(vec3 param_0) {
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uint3 exponent = asuint(param_0) & 0x7f80000;
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uint3 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec3 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec3 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uint3' : undeclared identifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@ -1,5 +1,3 @@
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SKIP: FAILED
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builtins/gen/isNormal/c6e880.wgsl:28:19 warning: use of deprecated builtin
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var res: bool = isNormal(1.0);
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^^^^^^^^
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#version 310 es
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bool tint_isNormal(float param_0) {
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uint exponent = asuint(param_0) & 0x7f80000;
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uint clamped = clamp(exponent, 0x0080000, 0x7f00000);
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uint exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uint clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return clamped == exponent;
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}
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'asuint' : no matching overloaded function found
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ERROR: 0:4: '=' : cannot convert from ' const float' to ' temp highp uint'
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ERROR: 0:4: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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bool tint_isNormal(float param_0) {
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uint exponent = asuint(param_0) & 0x7f80000;
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uint clamped = clamp(exponent, 0x0080000, 0x7f00000);
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uint exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uint clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return clamped == exponent;
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}
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:5: 'asuint' : no matching overloaded function found
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ERROR: 0:5: '=' : cannot convert from ' const float' to ' temp mediump uint'
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ERROR: 0:5: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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#version 310 es
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bool tint_isNormal(float param_0) {
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uint exponent = asuint(param_0) & 0x7f80000;
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uint clamped = clamp(exponent, 0x0080000, 0x7f00000);
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uint exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uint clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return clamped == exponent;
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}
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'asuint' : no matching overloaded function found
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ERROR: 0:4: '=' : cannot convert from ' const float' to ' temp highp uint'
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ERROR: 0:4: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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@ -1,5 +1,3 @@
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SKIP: FAILED
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builtins/repeated_use.wgsl:5:9 warning: use of deprecated builtin
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_ = isNormal(vec4<f32>());
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^^^^^^^^
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@ -51,26 +49,26 @@ builtins/repeated_use.wgsl:19:9 warning: use of deprecated builtin
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#version 310 es
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bvec4 tint_isNormal(vec4 param_0) {
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uint4 exponent = asuint(param_0) & 0x7f80000;
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uint4 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec4 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec4 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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bvec3 tint_isNormal_1(vec3 param_0) {
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uint3 exponent = asuint(param_0) & 0x7f80000;
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uint3 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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uvec3 exponent = floatBitsToUint(param_0) & 0x7f80000u;
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uvec3 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
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return equal(clamped, exponent);
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}
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bvec2 tint_isNormal_2(vec2 param_0) {
|
||||
uint2 exponent = asuint(param_0) & 0x7f80000;
|
||||
uint2 clamped = clamp(exponent, 0x0080000, 0x7f00000);
|
||||
return clamped == exponent;
|
||||
uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
|
||||
uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
|
||||
return equal(clamped, exponent);
|
||||
}
|
||||
|
||||
bool tint_isNormal_3(float param_0) {
|
||||
uint exponent = asuint(param_0) & 0x7f80000;
|
||||
uint clamped = clamp(exponent, 0x0080000, 0x7f00000);
|
||||
uint exponent = floatBitsToUint(param_0) & 0x7f80000u;
|
||||
uint clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
|
||||
return clamped == exponent;
|
||||
}
|
||||
|
||||
|
@ -95,10 +93,3 @@ void main() {
|
|||
tint_symbol();
|
||||
return;
|
||||
}
|
||||
Error parsing GLSL shader:
|
||||
ERROR: 0:4: 'uint4' : undeclared identifier
|
||||
ERROR: 0:4: '' : compilation terminated
|
||||
ERROR: 2 compilation errors. No code generated.
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue