dawn-cmake/test/tint/builtins/textureDimensions/depth_ms.spvasm.expected.glsl
Ben Clayton f1f56b2d3c tint/writer/glsl: Set default precision to highp
WGSL states that `f32` is a IEEE-754 binary32. mediump precision guarantees are much smaller than highp, and using mediump can break code generated by tint.

Change-Id: I8a129c4c8ac078c785e0d5d7d21f19ed6b3620b5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/123400
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Stephen White <senorblanco@chromium.org>
2023-03-09 19:58:23 +00:00

97 lines
1.7 KiB
GLSL

#version 310 es
vec4 tint_symbol_1 = vec4(0.0f);
uniform highp sampler2DMS arg_0_1;
void textureDimensions_f60bdb() {
ivec2 res = ivec2(0);
ivec2 x_16 = ivec2(uvec2(textureSize(arg_0_1)));
res = x_16;
return;
}
void tint_symbol_2(vec4 tint_symbol) {
tint_symbol_1 = tint_symbol;
return;
}
void vertex_main_1() {
textureDimensions_f60bdb();
tint_symbol_2(vec4(0.0f));
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
vertex_main_out vertex_main() {
vertex_main_1();
vertex_main_out tint_symbol_3 = vertex_main_out(tint_symbol_1);
return tint_symbol_3;
}
void main() {
gl_PointSize = 1.0;
vertex_main_out inner_result = vertex_main();
gl_Position = inner_result.tint_symbol_1_1;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision highp float;
uniform highp sampler2DMS arg_0_1;
void textureDimensions_f60bdb() {
ivec2 res = ivec2(0);
ivec2 x_16 = ivec2(uvec2(textureSize(arg_0_1)));
res = x_16;
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
void fragment_main_1() {
textureDimensions_f60bdb();
return;
}
void fragment_main() {
fragment_main_1();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp sampler2DMS arg_0_1;
void textureDimensions_f60bdb() {
ivec2 res = ivec2(0);
ivec2 x_16 = ivec2(uvec2(textureSize(arg_0_1)));
res = x_16;
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
void compute_main_1() {
textureDimensions_f60bdb();
return;
}
void compute_main() {
compute_main_1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}