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GLSL has the same behavior as MSL, in that -2147483648 is parsed as a unary minus on '2147483648'. 2147483648 overflows an i32, so this actually gets treated as -0. Change-Id: Ibebd8b78a8840f18c438ed1d3d24dee486a65816 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/123202 Reviewed-by: Stephen White <senorblanco@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
20 lines
489 B
GLSL
20 lines
489 B
GLSL
#version 310 es
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void unused_entry_point() {
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return;
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}
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int a = 0;
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vec4 b = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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mat2 c = mat2(0.0f, 0.0f, 0.0f, 0.0f);
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int tint_div(int lhs, int rhs) {
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return (lhs / (bool(uint((rhs == 0)) | uint(bool(uint((lhs == (-2147483647 - 1))) & uint((rhs == -1))))) ? 1 : rhs));
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}
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void foo() {
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a = tint_div(a, 2);
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b = (b * mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)));
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c = (c * 2.0f);
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}
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