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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>
24 lines
604 B
GLSL
24 lines
604 B
GLSL
#version 310 es
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ivec3 tint_mod(int lhs, ivec3 rhs) {
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ivec3 l = ivec3(lhs);
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ivec3 rhs_or_one = 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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if (any(notEqual((uvec3((l | rhs_or_one)) & uvec3(2147483648u)), uvec3(0u)))) {
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return (l - ((l / rhs_or_one) * rhs_or_one));
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} else {
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return (l % rhs_or_one);
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}
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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_mod(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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