dawn-cmake/test/tint/shader_io/interpolate_integers.wgsl.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

58 lines
1.2 KiB
GLSL

#version 310 es
layout(location = 0) flat out int i_1;
layout(location = 1) flat out uint u_1;
layout(location = 2) flat out ivec4 vi_1;
layout(location = 3) flat out uvec4 vu_1;
struct Interface {
int i;
uint u;
ivec4 vi;
uvec4 vu;
vec4 pos;
};
Interface vert_main() {
Interface tint_symbol = Interface(0, 0u, ivec4(0), uvec4(0u), vec4(0.0f));
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
Interface inner_result = vert_main();
i_1 = inner_result.i;
u_1 = inner_result.u;
vi_1 = inner_result.vi;
vu_1 = inner_result.vu;
gl_Position = inner_result.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision highp float;
layout(location = 0) flat in int i_1;
layout(location = 1) flat in uint u_1;
layout(location = 2) flat in ivec4 vi_1;
layout(location = 3) flat in uvec4 vu_1;
layout(location = 0) out int value;
struct Interface {
int i;
uint u;
ivec4 vi;
uvec4 vu;
vec4 pos;
};
int frag_main(Interface inputs) {
return inputs.i;
}
void main() {
Interface tint_symbol = Interface(i_1, u_1, vi_1, vu_1, gl_FragCoord);
int inner_result = frag_main(tint_symbol);
value = inner_result;
return;
}