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https://github.com/encounter/dawn-cmake.git
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While Desktop GLSL supports the Coarse and Fine flavours, GLSL ES does not. For now, emit dFdx/dFdy in all cases for ES, but excluding the Coarse and Fine flavours via validation is also an option. Bug: tint:1445 Change-Id: Iaac589f72043b5547e9141a6e870c1fd49631f6f Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82142 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
109 lines
2.8 KiB
GLSL
109 lines
2.8 KiB
GLSL
vk-gl-cts/graphicsfuzz/cov-derivative-uniform-vector-global-loop-count/0-opt.wgsl:1:13 warning: use of deprecated language feature: the @stride attribute is deprecated; use a larger type if necessary
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type Arr = @stride(16) array<f32, 2>;
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^^^^^^
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vk-gl-cts/graphicsfuzz/cov-derivative-uniform-vector-global-loop-count/0-opt.wgsl:7:15 warning: use of deprecated language feature: the @stride attribute is deprecated; use a larger type if necessary
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type Arr_1 = @stride(16) array<i32, 3>;
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^^^^^^
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct tint_padded_array_element {
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float el;
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};
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struct buf1 {
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tint_padded_array_element x_GLF_uniform_float_values[2];
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};
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struct tint_padded_array_element_1 {
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int el;
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};
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struct buf0 {
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tint_padded_array_element_1 x_GLF_uniform_int_values[3];
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};
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struct buf2 {
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vec2 injectionSwitch;
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};
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int x_GLF_global_loop_count = 0;
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layout(binding = 1) uniform buf1_1 {
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tint_padded_array_element x_GLF_uniform_float_values[2];
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} x_7;
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layout(binding = 0) uniform buf0_1 {
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tint_padded_array_element_1 x_GLF_uniform_int_values[3];
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} x_10;
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layout(binding = 2) uniform buf2_1 {
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vec2 injectionSwitch;
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} x_12;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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float f = 0.0f;
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int r = 0;
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x_GLF_global_loop_count = 0;
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float x_42 = x_7.x_GLF_uniform_float_values[0].el;
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f = x_42;
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int x_44 = x_10.x_GLF_uniform_int_values[1].el;
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r = x_44;
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while (true) {
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int x_49 = r;
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int x_51 = x_10.x_GLF_uniform_int_values[2].el;
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if ((x_49 < x_51)) {
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} else {
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break;
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}
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x_GLF_global_loop_count = (x_GLF_global_loop_count + 1);
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vec2 x_57 = x_12.injectionSwitch;
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f = (f + dFdx(x_57).y);
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{
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r = (r + 1);
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}
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}
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while (true) {
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if ((x_GLF_global_loop_count < 100)) {
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} else {
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break;
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}
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x_GLF_global_loop_count = (x_GLF_global_loop_count + 1);
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float x_74 = x_7.x_GLF_uniform_float_values[0].el;
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f = (f + x_74);
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}
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float x_77 = f;
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float x_79 = x_7.x_GLF_uniform_float_values[1].el;
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if ((x_77 == x_79)) {
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int x_85 = x_10.x_GLF_uniform_int_values[0].el;
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int x_88 = x_10.x_GLF_uniform_int_values[1].el;
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int x_91 = x_10.x_GLF_uniform_int_values[1].el;
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int x_94 = x_10.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4(float(x_85), float(x_88), float(x_91), float(x_94));
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} else {
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int x_98 = x_10.x_GLF_uniform_int_values[1].el;
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float x_99 = float(x_98);
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x_GLF_color = vec4(x_99, x_99, x_99, x_99);
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}
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return;
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}
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struct main_out {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol() {
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main_1();
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main_out tint_symbol_1 = main_out(x_GLF_color);
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return tint_symbol_1;
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}
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void main() {
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main_out inner_result = tint_symbol();
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x_GLF_color_1_1 = inner_result.x_GLF_color_1;
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return;
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}
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