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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
848 B
WebGPU Shading Language
34 lines
848 B
WebGPU Shading Language
enable f16;
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struct FragmentInputs0 {
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@builtin(position) position : vec4<f32>,
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@location(0) @interpolate(flat) loc0 : i32,
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};
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struct FragmentInputs1 {
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@location(3) loc3 : vec4<f32>,
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@location(5) loc5 : vec3<f16>,
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@builtin(sample_mask) sample_mask : u32,
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};
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@fragment
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fn main(
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inputs0 : FragmentInputs0,
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@builtin(front_facing) front_facing : bool,
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@location(1) @interpolate(flat) loc1 : u32,
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@builtin(sample_index) sample_index : u32,
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inputs1 : FragmentInputs1,
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@location(2) loc2 : f32,
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@location(4) loc4 : f16,
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) {
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if (front_facing) {
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let foo : vec4<f32> = inputs0.position;
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let bar : u32 = sample_index + inputs1.sample_mask;
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let i : i32 = inputs0.loc0;
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let u : u32 = loc1;
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let f : f32 = loc2;
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let v : vec4<f32> = inputs1.loc3;
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let x : f16 = loc4;
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let y : vec3<f16> = inputs1.loc5;
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}
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}
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