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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>
85 lines
1.5 KiB
GLSL
85 lines
1.5 KiB
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 0) out int value;
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int main0() {
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return 1;
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}
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void main() {
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int inner_result = main0();
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value = inner_result;
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 1) out uint value;
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uint main1() {
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return 1u;
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}
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void main() {
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uint inner_result = main1();
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value = inner_result;
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 2) out float value;
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float main2() {
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return 1.0f;
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}
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void main() {
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float inner_result = main2();
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value = inner_result;
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 3) out vec4 value;
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vec4 main3() {
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return vec4(1.0f, 2.0f, 3.0f, 4.0f);
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}
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void main() {
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vec4 inner_result = main3();
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value = inner_result;
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 4) out float16_t value;
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float16_t main4() {
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return 2.25hf;
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}
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void main() {
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float16_t inner_result = main4();
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value = inner_result;
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 5) out f16vec3 value;
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f16vec3 main5() {
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return f16vec3(3.0hf, 5.0hf, 8.0hf);
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}
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void main() {
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f16vec3 inner_result = main5();
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value = inner_result;
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return;
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}
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