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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>
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct FragmentInputs0 {
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float4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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float4 loc3;
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half3 loc5;
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uint sample_mask;
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};
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struct tint_symbol_2 {
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int loc0 [[user(locn0)]] [[flat]];
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uint loc1 [[user(locn1)]] [[flat]];
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float loc2 [[user(locn2)]];
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float4 loc3 [[user(locn3)]];
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half loc4 [[user(locn4)]];
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half3 loc5 [[user(locn5)]];
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};
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void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, half loc4) {
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if (front_facing) {
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float4 const foo = inputs0.position;
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uint const bar = (sample_index + inputs1.sample_mask);
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int const i = inputs0.loc0;
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uint const u = loc1;
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float const f = loc2;
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float4 const v = inputs1.loc3;
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half const x = loc4;
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half3 const y = inputs1.loc5;
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}
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}
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fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sample_index [[sample_id]], uint sample_mask [[sample_mask]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
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FragmentInputs0 const tint_symbol_3 = {.position=position, .loc0=tint_symbol_1.loc0};
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FragmentInputs1 const tint_symbol_4 = {.loc3=tint_symbol_1.loc3, .loc5=tint_symbol_1.loc5, .sample_mask=sample_mask};
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tint_symbol_inner(tint_symbol_3, front_facing, tint_symbol_1.loc1, sample_index, tint_symbol_4, tint_symbol_1.loc2, tint_symbol_1.loc4);
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return;
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}
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