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No need for the HLSL-style repeated swizzle; GLSL allows construction of a vector from a scalar value of the component type. Bug: tint:1317 Change-Id: Ia0afe3012cbb56716a2d1c5c3849dd662a5ff89c Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70342 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
59 lines
1.4 KiB
GLSL
59 lines
1.4 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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bvec4 tint_isNormal(vec4 param_0) {
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uint4 exponent = asuint(param_0) & 0x7f80000;
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uint4 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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}
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bvec3 tint_isNormal_1(vec3 param_0) {
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uint3 exponent = asuint(param_0) & 0x7f80000;
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uint3 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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}
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bvec2 tint_isNormal_2(vec2 param_0) {
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uint2 exponent = asuint(param_0) & 0x7f80000;
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uint2 clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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}
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bool tint_isNormal_3(float param_0) {
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uint exponent = asuint(param_0) & 0x7f80000;
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uint clamped = clamp(exponent, 0x0080000, 0x7f00000);
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return clamped == exponent;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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tint_isNormal(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_isNormal(vec4(1.0f));
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tint_isNormal(vec4(1.0f, 2.0f, 3.0f, 4.0f));
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tint_isNormal_1(vec3(0.0f, 0.0f, 0.0f));
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tint_isNormal_1(vec3(1.0f));
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tint_isNormal_1(vec3(1.0f, 2.0f, 3.0f));
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tint_isNormal_2(vec2(0.0f, 0.0f));
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tint_isNormal_2(vec2(1.0f));
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tint_isNormal_2(vec2(1.0f, 2.0f));
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tint_isNormal_3(1.0f);
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tint_isNormal_3(2.0f);
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tint_isNormal_3(3.0f);
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return;
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}
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void main() {
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tint_symbol();
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}
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Error parsing GLSL shader:
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ERROR: 0:5: 'uint4' : undeclared identifier
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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