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This CL implement f16 for pipeline IO, i.e. vertex shader input, interstage variables between vertex and fragment shader, and fragment shader output (render target). Unit tests and E2E tests for Tint and Dawn are also implemented. Bugs: tint:1473, tint:1502 Change-Id: If0d6b2b3171ec8b7e4efc0efd58cc803c6a3d3a8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/111160 Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
34 lines
796 B
GLSL
34 lines
796 B
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 0) flat in int loc0_1;
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layout(location = 1) flat in uint loc1_1;
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layout(location = 2) in float loc2_1;
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layout(location = 3) in vec4 loc3_1;
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layout(location = 4) in float16_t loc4_1;
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layout(location = 5) in f16vec3 loc5_1;
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struct FragmentInputs {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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float16_t loc4;
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f16vec3 loc5;
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};
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void tint_symbol(FragmentInputs inputs) {
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int i = inputs.loc0;
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uint u = inputs.loc1;
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float f = inputs.loc2;
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vec4 v = inputs.loc3;
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float16_t x = inputs.loc4;
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f16vec3 y = inputs.loc5;
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}
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void main() {
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FragmentInputs tint_symbol_1 = FragmentInputs(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1);
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tint_symbol(tint_symbol_1);
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return;
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}
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