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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>
47 lines
1.5 KiB
HLSL
47 lines
1.5 KiB
HLSL
SKIP: FAILED
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struct FragmentInputs0 {
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float4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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float4 loc3;
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vector<float16_t, 3> loc5;
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uint sample_mask;
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};
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struct tint_symbol_1 {
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nointerpolation int loc0 : TEXCOORD0;
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nointerpolation uint loc1 : TEXCOORD1;
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float loc2 : TEXCOORD2;
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float4 loc3 : TEXCOORD3;
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float16_t loc4 : TEXCOORD4;
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vector<float16_t, 3> loc5 : TEXCOORD5;
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float4 position : SV_Position;
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bool front_facing : SV_IsFrontFace;
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uint sample_index : SV_SampleIndex;
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uint sample_mask : SV_Coverage;
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};
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void main_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, float16_t loc4) {
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if (front_facing) {
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const float4 foo = inputs0.position;
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const uint bar = (sample_index + inputs1.sample_mask);
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const int i = inputs0.loc0;
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const uint u = loc1;
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const float f = loc2;
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const float4 v = inputs1.loc3;
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const float16_t x = loc4;
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const vector<float16_t, 3> y = inputs1.loc5;
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}
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}
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void main(tint_symbol_1 tint_symbol) {
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const FragmentInputs0 tint_symbol_2 = {tint_symbol.position, tint_symbol.loc0};
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const FragmentInputs1 tint_symbol_3 = {tint_symbol.loc3, tint_symbol.loc5, tint_symbol.sample_mask};
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main_inner(tint_symbol_2, tint_symbol.front_facing, tint_symbol.loc1, tint_symbol.sample_index, tint_symbol_3, tint_symbol.loc2, tint_symbol.loc4);
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return;
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}
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FXC validation failure:
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D:\Projects\RampUp\dawn\test\tint\shader_io\Shader@0x000001E6355E01A0(7,10-18): error X3000: syntax error: unexpected token 'float16_t'
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