dawn-cmake/test/tint/buffer/storage/dynamic_index/write_f16.wgsl

88 lines
2.7 KiB
WebGPU Shading Language

enable f16;
struct Inner {
scalar_f32 : f32,
scalar_i32 : i32,
scalar_u32 : u32,
scalar_f16 : f16,
vec2_f32 : vec2<f32>,
vec2_i32 : vec2<i32>,
vec2_u32 : vec2<u32>,
vec2_f16 : vec2<f16>,
vec3_f32 : vec3<f32>,
vec3_i32 : vec3<i32>,
vec3_u32 : vec3<u32>,
vec3_f16 : vec3<f16>,
vec4_f32 : vec4<f32>,
vec4_i32 : vec4<i32>,
vec4_u32 : vec4<u32>,
vec4_f16 : vec4<f16>,
mat2x2_f32 : mat2x2<f32>,
mat2x3_f32 : mat2x3<f32>,
mat2x4_f32 : mat2x4<f32>,
mat3x2_f32 : mat3x2<f32>,
mat3x3_f32 : mat3x3<f32>,
mat3x4_f32 : mat3x4<f32>,
mat4x2_f32 : mat4x2<f32>,
mat4x3_f32 : mat4x3<f32>,
mat4x4_f32 : mat4x4<f32>,
mat2x2_f16 : mat2x2<f16>,
mat2x3_f16 : mat2x3<f16>,
mat2x4_f16 : mat2x4<f16>,
mat3x2_f16 : mat3x2<f16>,
mat3x3_f16 : mat3x3<f16>,
mat3x4_f16 : mat3x4<f16>,
mat4x2_f16 : mat4x2<f16>,
mat4x3_f16 : mat4x3<f16>,
mat4x4_f16 : mat4x4<f16>,
arr2_vec3_f32 : array<vec3<f32>, 2>,
arr2_mat4x2_f16 : array<mat4x2<f16>, 2>,
};
struct S {
arr : array<Inner>,
};
@binding(0) @group(0) var<storage, read_write> sb : S;
@compute @workgroup_size(1)
fn main(@builtin(local_invocation_index) idx : u32) {
sb.arr[idx].scalar_f32 = f32();
sb.arr[idx].scalar_i32 = i32();
sb.arr[idx].scalar_u32 = u32();
sb.arr[idx].scalar_f16 = f16();
sb.arr[idx].vec2_f32 = vec2<f32>();
sb.arr[idx].vec2_i32 = vec2<i32>();
sb.arr[idx].vec2_u32 = vec2<u32>();
sb.arr[idx].vec2_f16 = vec2<f16>();
sb.arr[idx].vec3_f32 = vec3<f32>();
sb.arr[idx].vec3_i32 = vec3<i32>();
sb.arr[idx].vec3_u32 = vec3<u32>();
sb.arr[idx].vec3_f16 = vec3<f16>();
sb.arr[idx].vec4_f32 = vec4<f32>();
sb.arr[idx].vec4_i32 = vec4<i32>();
sb.arr[idx].vec4_u32 = vec4<u32>();
sb.arr[idx].vec4_f16 = vec4<f16>();
sb.arr[idx].mat2x2_f32 = mat2x2<f32>();
sb.arr[idx].mat2x3_f32 = mat2x3<f32>();
sb.arr[idx].mat2x4_f32 = mat2x4<f32>();
sb.arr[idx].mat3x2_f32 = mat3x2<f32>();
sb.arr[idx].mat3x3_f32 = mat3x3<f32>();
sb.arr[idx].mat3x4_f32 = mat3x4<f32>();
sb.arr[idx].mat4x2_f32 = mat4x2<f32>();
sb.arr[idx].mat4x3_f32 = mat4x3<f32>();
sb.arr[idx].mat4x4_f32 = mat4x4<f32>();
sb.arr[idx].mat2x2_f16 = mat2x2<f16>();
sb.arr[idx].mat2x3_f16 = mat2x3<f16>();
sb.arr[idx].mat2x4_f16 = mat2x4<f16>();
sb.arr[idx].mat3x2_f16 = mat3x2<f16>();
sb.arr[idx].mat3x3_f16 = mat3x3<f16>();
sb.arr[idx].mat3x4_f16 = mat3x4<f16>();
sb.arr[idx].mat4x2_f16 = mat4x2<f16>();
sb.arr[idx].mat4x3_f16 = mat4x3<f16>();
sb.arr[idx].mat4x4_f16 = mat4x4<f16>();
sb.arr[idx].arr2_vec3_f32 = array<vec3<f32>, 2>();
sb.arr[idx].arr2_mat4x2_f16 = array<mat4x2<f16>, 2>();
}