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Several more tests are passing now that we have hex float parsing and vector bitcasts in the HLSL backend. Change-Id: I2809c83aa78afa7cfec187a2cb1671f79e06a876 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59822 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
55 lines
1.2 KiB
WebGPU Shading Language
55 lines
1.2 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 2>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_10 : buf1;
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fn main_1() {
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var f0 : f32;
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var f1 : f32;
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f0 = 0x1p+128;
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let x_35 : f32 = f0;
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f1 = fract(x_35);
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let x_38 : f32 = gl_FragCoord.x;
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let x_40 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_38 > x_40)) {
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let x_46 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_49 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_52 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_55 : i32 = x_10.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_46), f32(x_49), f32(x_52), f32(x_55));
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} else {
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let x_58 : f32 = f1;
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x_GLF_color = vec4<f32>(x_58, x_58, x_58, x_58);
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}
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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