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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>
19 lines
422 B
GLSL
19 lines
422 B
GLSL
#version 310 es
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ivec3 tint_div(int lhs, ivec3 rhs) {
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ivec3 l = ivec3(lhs);
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return (l / mix(rhs, ivec3(1), bvec3(uvec3(equal(rhs, ivec3(0))) | uvec3(bvec3(uvec3(equal(l, ivec3((-2147483647 - 1)))) & uvec3(equal(rhs, ivec3(-1))))))));
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}
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void f() {
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int a = 4;
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ivec3 b = ivec3(1, 2, 3);
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ivec3 r = tint_div(a, b);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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f();
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return;
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}
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