dawn-cmake/test/tint/buffer/storage/dynamic_index/read_f16.wgsl.expected.glsl

104 lines
2.8 KiB
GLSL

#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct Inner {
float scalar_f32;
int scalar_i32;
uint scalar_u32;
float16_t scalar_f16;
vec2 vec2_f32;
ivec2 vec2_i32;
uvec2 vec2_u32;
f16vec2 vec2_f16;
uint pad;
vec3 vec3_f32;
uint pad_1;
ivec3 vec3_i32;
uint pad_2;
uvec3 vec3_u32;
uint pad_3;
f16vec3 vec3_f16;
uint pad_4;
uint pad_5;
vec4 vec4_f32;
ivec4 vec4_i32;
uvec4 vec4_u32;
f16vec4 vec4_f16;
mat2 mat2x2_f32;
uint pad_6;
uint pad_7;
mat2x3 mat2x3_f32;
mat2x4 mat2x4_f32;
mat3x2 mat3x2_f32;
uint pad_8;
uint pad_9;
mat3 mat3x3_f32;
mat3x4 mat3x4_f32;
mat4x2 mat4x2_f32;
mat4x3 mat4x3_f32;
mat4 mat4x4_f32;
f16mat2 mat2x2_f16;
f16mat2x3 mat2x3_f16;
f16mat2x4 mat2x4_f16;
f16mat3x2 mat3x2_f16;
uint pad_10;
f16mat3 mat3x3_f16;
f16mat3x4 mat3x4_f16;
f16mat4x2 mat4x2_f16;
f16mat4x3 mat4x3_f16;
f16mat4 mat4x4_f16;
uint pad_11;
uint pad_12;
vec3 arr2_vec3_f32[2];
f16mat4x2 arr2_mat4x2_f16[2];
};
layout(binding = 0, std430) buffer S_ssbo {
Inner arr[];
} sb;
void tint_symbol(uint idx) {
float scalar_f32 = sb.arr[idx].scalar_f32;
int scalar_i32 = sb.arr[idx].scalar_i32;
uint scalar_u32 = sb.arr[idx].scalar_u32;
float16_t scalar_f16 = sb.arr[idx].scalar_f16;
vec2 vec2_f32 = sb.arr[idx].vec2_f32;
ivec2 vec2_i32 = sb.arr[idx].vec2_i32;
uvec2 vec2_u32 = sb.arr[idx].vec2_u32;
f16vec2 vec2_f16 = sb.arr[idx].vec2_f16;
vec3 vec3_f32 = sb.arr[idx].vec3_f32;
ivec3 vec3_i32 = sb.arr[idx].vec3_i32;
uvec3 vec3_u32 = sb.arr[idx].vec3_u32;
f16vec3 vec3_f16 = sb.arr[idx].vec3_f16;
vec4 vec4_f32 = sb.arr[idx].vec4_f32;
ivec4 vec4_i32 = sb.arr[idx].vec4_i32;
uvec4 vec4_u32 = sb.arr[idx].vec4_u32;
f16vec4 vec4_f16 = sb.arr[idx].vec4_f16;
mat2 mat2x2_f32 = sb.arr[idx].mat2x2_f32;
mat2x3 mat2x3_f32 = sb.arr[idx].mat2x3_f32;
mat2x4 mat2x4_f32 = sb.arr[idx].mat2x4_f32;
mat3x2 mat3x2_f32 = sb.arr[idx].mat3x2_f32;
mat3 mat3x3_f32 = sb.arr[idx].mat3x3_f32;
mat3x4 mat3x4_f32 = sb.arr[idx].mat3x4_f32;
mat4x2 mat4x2_f32 = sb.arr[idx].mat4x2_f32;
mat4x3 mat4x3_f32 = sb.arr[idx].mat4x3_f32;
mat4 mat4x4_f32 = sb.arr[idx].mat4x4_f32;
f16mat2 mat2x2_f16 = sb.arr[idx].mat2x2_f16;
f16mat2x3 mat2x3_f16 = sb.arr[idx].mat2x3_f16;
f16mat2x4 mat2x4_f16 = sb.arr[idx].mat2x4_f16;
f16mat3x2 mat3x2_f16 = sb.arr[idx].mat3x2_f16;
f16mat3 mat3x3_f16 = sb.arr[idx].mat3x3_f16;
f16mat3x4 mat3x4_f16 = sb.arr[idx].mat3x4_f16;
f16mat4x2 mat4x2_f16 = sb.arr[idx].mat4x2_f16;
f16mat4x3 mat4x3_f16 = sb.arr[idx].mat4x3_f16;
f16mat4 mat4x4_f16 = sb.arr[idx].mat4x4_f16;
vec3 arr2_vec3_f32[2] = sb.arr[idx].arr2_vec3_f32;
f16mat4x2 arr2_mat4x2_f16[2] = sb.arr[idx].arr2_mat4x2_f16;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol(gl_LocalInvocationIndex);
return;
}