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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>
48 lines
1.5 KiB
HLSL
48 lines
1.5 KiB
HLSL
SKIP: FAILED
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struct VertexInputs0 {
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uint vertex_index;
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int loc0;
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};
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struct VertexInputs1 {
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float loc2;
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float4 loc3;
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vector<float16_t, 3> loc5;
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};
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struct tint_symbol_1 {
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int loc0 : TEXCOORD0;
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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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uint vertex_index : SV_VertexID;
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uint instance_index : SV_InstanceID;
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};
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struct tint_symbol_2 {
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float4 value : SV_Position;
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};
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float4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1, float16_t loc4) {
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const uint foo = (inputs0.vertex_index + instance_index);
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const int i = inputs0.loc0;
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const uint u = loc1;
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const float f = inputs1.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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return (0.0f).xxxx;
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}
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const VertexInputs0 tint_symbol_3 = {tint_symbol.vertex_index, tint_symbol.loc0};
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const VertexInputs1 tint_symbol_4 = {tint_symbol.loc2, tint_symbol.loc3, tint_symbol.loc5};
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const float4 inner_result = main_inner(tint_symbol_3, tint_symbol.loc1, tint_symbol.instance_index, tint_symbol_4, tint_symbol.loc4);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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FXC validation failure:
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D:\Projects\RampUp\dawn\test\tint\shader_io\Shader@0x0000026E46098A20(8,10-18): error X3000: syntax error: unexpected token 'float16_t'
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