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This CL implement f16 for pipeline IO, i.e. vertex shader input, interstage variables between vertex and fragment shader, and fragment shader output (render target). Unit tests and E2E tests for Tint and Dawn are also implemented. Bugs: tint:1473, tint:1502 Change-Id: If0d6b2b3171ec8b7e4efc0efd58cc803c6a3d3a8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/111160 Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
45 lines
1.2 KiB
Plaintext
45 lines
1.2 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct FragmentOutputs {
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int loc0;
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float frag_depth;
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uint loc1;
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float loc2;
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uint sample_mask;
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float4 loc3;
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half loc4;
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half3 loc5;
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};
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struct tint_symbol_1 {
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int loc0 [[color(0)]];
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uint loc1 [[color(1)]];
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float loc2 [[color(2)]];
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float4 loc3 [[color(3)]];
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half loc4 [[color(4)]];
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half3 loc5 [[color(5)]];
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float frag_depth [[depth(any)]];
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uint sample_mask [[sample_mask]];
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};
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FragmentOutputs tint_symbol_inner() {
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FragmentOutputs const tint_symbol_2 = FragmentOutputs{.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_mask=2u, .loc3=float4(1.0f, 2.0f, 3.0f, 4.0f), .loc4=2.25h, .loc5=half3(3.0h, 5.0h, 8.0h)};
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return tint_symbol_2;
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}
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fragment tint_symbol_1 tint_symbol() {
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FragmentOutputs const inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = {};
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wrapper_result.loc0 = inner_result.loc0;
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wrapper_result.frag_depth = inner_result.frag_depth;
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wrapper_result.loc1 = inner_result.loc1;
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wrapper_result.loc2 = inner_result.loc2;
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wrapper_result.sample_mask = inner_result.sample_mask;
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wrapper_result.loc3 = inner_result.loc3;
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wrapper_result.loc4 = inner_result.loc4;
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wrapper_result.loc5 = inner_result.loc5;
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return wrapper_result;
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}
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