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Polyfill them completely for HLSL. For the other backends, just add range checks for acosh and atanh. Fixed: tint:1465 Change-Id: I3abda99b474d9f5ba09abf400381467dc28ea0bd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/94380 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
20 lines
289 B
WebGPU Shading Language
20 lines
289 B
WebGPU Shading Language
fn acosh_d51ccb() {
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var res : vec4<f32> = acosh(vec4<f32>());
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}
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@vertex
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fn vertex_main() -> @builtin(position) vec4<f32> {
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acosh_d51ccb();
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return vec4<f32>();
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}
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@fragment
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fn fragment_main() {
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acosh_d51ccb();
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}
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@compute @workgroup_size(1)
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fn compute_main() {
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acosh_d51ccb();
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}
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