James Price 66d487395d tint: Use PI/2 as the input value for sin tests
This makes the output value consistent between different platforms.

Change-Id: I4f94da4deac6998c4b809b03ed3b8f58d32bb1b0
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/121501
Commit-Queue: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
2023-02-24 18:57:39 +00:00

44 lines
1.2 KiB
WebGPU Shading Language

// Copyright 2022 The Tint Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
////////////////////////////////////////////////////////////////////////////////
// File generated by tools/src/cmd/gen
// using the template:
// test/tint/builtins/gen/gen.wgsl.tmpl
//
// Do not modify this file directly
////////////////////////////////////////////////////////////////////////////////
// fn sin(vec<2, fa>) -> vec<2, fa>
fn sin_68d3ab() {
var res = sin(vec2(1.57079632679));
}
@vertex
fn vertex_main() -> @builtin(position) vec4<f32> {
sin_68d3ab();
return vec4<f32>();
}
@fragment
fn fragment_main() {
sin_68d3ab();
}
@compute @workgroup_size(1)
fn compute_main() {
sin_68d3ab();
}