Ben Clayton 4b60615eae test/tint: Fix e2e test generation for vec / mat
Where the intrinsic uses the fixed-dimension form of the types.

Change-Id: I1709382f762fe7394bbd88f428f09b15a1a8a643
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/108642
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Ben Clayton <bclayton@google.com>
2022-11-04 17:06:03 +00:00

83 lines
2.2 KiB
GLSL

#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
void textureSampleBaseClampToEdge_9ca02c() {
vec2 arg_2 = vec2(1.0f);
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, arg_2);
}
vec4 vertex_main() {
textureSampleBaseClampToEdge_9ca02c();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
void textureSampleBaseClampToEdge_9ca02c() {
vec2 arg_2 = vec2(1.0f);
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, arg_2);
}
void fragment_main() {
textureSampleBaseClampToEdge_9ca02c();
}
void main() {
fragment_main();
return;
}
#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
void textureSampleBaseClampToEdge_9ca02c() {
vec2 arg_2 = vec2(1.0f);
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, arg_2);
}
void compute_main() {
textureSampleBaseClampToEdge_9ca02c();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}