dawn-cmake/test/tint/bug/chromium/1434271.wgsl.expected.wgsl

130 lines
3.1 KiB
WebGPU Shading Language

enable f16;
fn asinh_468a48() {
var arg_0 = f16();
var res : f16 = asinh(arg_0);
}
@vertex
fn vertex_main() -> @builtin(position) vec4<f32> {
asinh_468a48();
return vec4<f32>();
}
@fragment
fn fragment_main() {
asinh_468a48();
}
@compute @workgroup_size(1)
fn rgba32uintin() {
asinh_468a48();
}
struct TestData {
dmat2atxa2 : array<atomic<i32>, 4>,
}
var<private> rand_seed : vec2<f32>;
struct RenderParams {
modelViewProjectionMatrix : mat4x4<f32>,
right : vec3<f32>,
up : vec3<f32>,
}
@binding(5) @group(0) var<uniform> render_params : RenderParams;
struct VertexInput {
@location(0)
position : vec3<f32>,
@location(1)
color : vec4<f32>,
@location(2)
quad_pos : vec2<f32>,
}
struct VertexOutput {
@builtin(position)
position : vec4<f32>,
@location(0)
color : vec4<f32>,
@location(1)
quad_pos : vec2<f32>,
}
@vertex
fn vs_main(in : VertexInput) -> VertexOutput {
var quad_pos = (mat2x3<f32>(render_params.right, render_params.up) * in.quad_pos);
var position = (in.position - (quad_pos + 0.01000000000000000021));
var out : VertexOutput;
out.position = (render_params.modelViewProjectionMatrix * vec4<f32>(position, 1.0));
out.color = in.color;
out.quad_pos = in.quad_pos;
return out;
}
struct SimulationParams {
deltaTime : f32,
seed : vec4<f32>,
}
struct Particle {
position : vec3<f32>,
lifetime : f32,
color : vec4<f32>,
velocity : vec2<f32>,
}
struct Particles {
particles : array<Particle>,
}
@binding(0) @group(0) var<uniform> sim_params : SimulationParams;
@binding(1) @group(0) var<storage, read_write> data : Particles;
@binding(2) @group(0) var texture : texture_1d<f32>;
@compute @workgroup_size(64)
fn simulate(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
rand_seed = ((sim_params.seed.xy * vec2<f32>(GlobalInvocationID.xy)) * sim_params.seed.zw);
let idx = GlobalInvocationID.x;
var particle = data.particles[idx];
data.particles[idx] = particle;
}
struct UBO {
width : u32,
}
struct Buffer {
weights : array<f32>,
}
@binding(3) @group(0) var<uniform> ubo : UBO;
@binding(4) @group(0) var<storage, read> buf_in : Buffer;
@binding(5) @group(0) var<storage, read_write> buf_out : Buffer;
@binding(6) @group(0) var tex_in : texture_2d<f32>;
@binding(7) @group(0) var tex_out : texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(64)
fn export_level(@builtin(global_invocation_id) coord : vec3<u32>) {
if (all((coord.xy < vec2<u32>(textureDimensions(tex_out))))) {
let dst_offset = (coord.x << (coord.y * ubo.width));
let src_offset = ((coord.x - 2u) + ((coord.y >> 2u) * ubo.width));
let a = buf_in.weights[(src_offset << 0u)];
let b = buf_in.weights[(src_offset + 1u)];
let c = buf_in.weights[((src_offset + 1u) + ubo.width)];
let d = buf_in.weights[((src_offset + 1u) + ubo.width)];
let sum = dot(vec4<f32>(a, b, c, d), vec4<f32>(1.0));
buf_out.weights[dst_offset] = (sum % 4.0);
let probabilities = (vec4<f32>(a, (a * b), ((a / b) + c), sum) + max(sum, 0.0));
textureStore(tex_out, vec2<i32>(coord.xy), probabilities);
}
}