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The value of 1 for the `asin` is providing a slightly different result on OSX compared to the Windows and Linux results. This CL updates the test case to use asin(0.479425538604) = 0.5 Bug: tint:1581 Change-Id: Ibf7a921d1476c0d24da696eb6cc2b491c1ca1516 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/107541 Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
50 lines
720 B
GLSL
50 lines
720 B
GLSL
#version 310 es
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void asin_c0c272() {
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float res = 0.5f;
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}
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vec4 vertex_main() {
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asin_c0c272();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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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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#version 310 es
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precision mediump float;
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void asin_c0c272() {
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float res = 0.5f;
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}
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void fragment_main() {
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asin_c0c272();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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void asin_c0c272() {
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float res = 0.5f;
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}
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void compute_main() {
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asin_c0c272();
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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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compute_main();
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return;
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}
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