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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>
40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
#version 310 es
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#extension GL_OES_sample_variables : require
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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) out int loc0_1;
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layout(location = 1) out uint loc1_1;
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layout(location = 2) out float loc2_1;
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layout(location = 3) out vec4 loc3_1;
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layout(location = 4) out float16_t loc4_1;
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layout(location = 5) out f16vec3 loc5_1;
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struct FragmentOutputs {
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int loc0;
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float frag_depth;
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uint loc1;
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float loc2;
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uint sample_mask;
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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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FragmentOutputs tint_symbol() {
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FragmentOutputs tint_symbol_1 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f), 2.25hf, f16vec3(3.0hf, 5.0hf, 8.0hf));
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return tint_symbol_1;
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}
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void main() {
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FragmentOutputs inner_result = tint_symbol();
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loc0_1 = inner_result.loc0;
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gl_FragDepth = inner_result.frag_depth;
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loc1_1 = inner_result.loc1;
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loc2_1 = inner_result.loc2;
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gl_SampleMask[0] = int(inner_result.sample_mask);
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loc3_1 = inner_result.loc3;
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loc4_1 = inner_result.loc4;
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loc5_1 = inner_result.loc5;
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return;
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}
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