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Polyfill them completely for HLSL. For the other backends, just add range checks for acosh and atanh. Fixed: tint:1465 Change-Id: I3abda99b474d9f5ba09abf400381467dc28ea0bd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/94380 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
35 lines
596 B
HLSL
35 lines
596 B
HLSL
float4 tint_atanh(float4 x) {
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return (log(((1.0f + x) / (1.0f - x))) * 0.5f);
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}
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void atanh_f3e01b() {
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float4 res = tint_atanh((0.0f).xxxx);
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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atanh_f3e01b();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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atanh_f3e01b();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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atanh_f3e01b();
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return;
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}
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