93 lines
2.5 KiB
WebGPU Shading Language
93 lines
2.5 KiB
WebGPU Shading Language
enable f16;
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struct Inner {
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scalar_i32 : i32,
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scalar_f32 : f32,
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scalar_f16 : f16,
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};
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struct S {
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scalar_f32 : f32,
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scalar_i32 : i32,
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scalar_u32 : u32,
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scalar_f16 : f16,
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vec2_f32 : vec2<f32>,
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vec2_i32 : vec2<i32>,
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vec2_u32 : vec2<u32>,
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vec2_f16 : vec2<f16>,
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vec3_f32 : vec3<f32>,
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vec3_i32 : vec3<i32>,
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vec3_u32 : vec3<u32>,
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vec3_f16 : vec3<f16>,
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vec4_f32 : vec4<f32>,
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vec4_i32 : vec4<i32>,
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vec4_u32 : vec4<u32>,
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vec4_f16 : vec4<f16>,
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mat2x2_f32 : mat2x2<f32>,
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mat2x3_f32 : mat2x3<f32>,
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mat2x4_f32 : mat2x4<f32>,
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mat3x2_f32 : mat3x2<f32>,
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mat3x3_f32 : mat3x3<f32>,
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mat3x4_f32 : mat3x4<f32>,
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mat4x2_f32 : mat4x2<f32>,
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mat4x3_f32 : mat4x3<f32>,
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mat4x4_f32 : mat4x4<f32>,
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mat2x2_f16 : mat2x2<f16>,
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mat2x3_f16 : mat2x3<f16>,
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mat2x4_f16 : mat2x4<f16>,
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mat3x2_f16 : mat3x2<f16>,
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mat3x3_f16 : mat3x3<f16>,
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mat3x4_f16 : mat3x4<f16>,
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mat4x2_f16 : mat4x2<f16>,
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mat4x3_f16 : mat4x3<f16>,
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mat4x4_f16 : mat4x4<f16>,
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arr2_vec3_f32 : array<vec3<f32>, 2>,
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arr2_mat4x2_f16 : array<mat4x2<f16>, 2>,
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struct_inner : Inner,
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array_struct_inner : array<Inner, 4>,
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};
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@binding(0) @group(0) var<storage, read_write> sb : S;
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@compute @workgroup_size(1)
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fn main() {
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sb.scalar_f32 = f32();
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sb.scalar_i32 = i32();
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sb.scalar_u32 = u32();
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sb.scalar_f16 = f16();
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sb.vec2_f32 = vec2<f32>();
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sb.vec2_i32 = vec2<i32>();
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sb.vec2_u32 = vec2<u32>();
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sb.vec2_f16 = vec2<f16>();
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sb.vec3_f32 = vec3<f32>();
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sb.vec3_i32 = vec3<i32>();
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sb.vec3_u32 = vec3<u32>();
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sb.vec3_f16 = vec3<f16>();
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sb.vec4_f32 = vec4<f32>();
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sb.vec4_i32 = vec4<i32>();
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sb.vec4_u32 = vec4<u32>();
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sb.vec4_f16 = vec4<f16>();
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sb.mat2x2_f32 = mat2x2<f32>();
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sb.mat2x3_f32 = mat2x3<f32>();
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sb.mat2x4_f32 = mat2x4<f32>();
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sb.mat3x2_f32 = mat3x2<f32>();
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sb.mat3x3_f32 = mat3x3<f32>();
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sb.mat3x4_f32 = mat3x4<f32>();
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sb.mat4x2_f32 = mat4x2<f32>();
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sb.mat4x3_f32 = mat4x3<f32>();
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sb.mat4x4_f32 = mat4x4<f32>();
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sb.mat2x2_f16 = mat2x2<f16>();
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sb.mat2x3_f16 = mat2x3<f16>();
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sb.mat2x4_f16 = mat2x4<f16>();
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sb.mat3x2_f16 = mat3x2<f16>();
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sb.mat3x3_f16 = mat3x3<f16>();
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sb.mat3x4_f16 = mat3x4<f16>();
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sb.mat4x2_f16 = mat4x2<f16>();
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sb.mat4x3_f16 = mat4x3<f16>();
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sb.mat4x4_f16 = mat4x4<f16>();
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sb.arr2_vec3_f32 = array<vec3<f32>, 2>();
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sb.arr2_mat4x2_f16 = array<mat4x2<f16>, 2>();
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sb.struct_inner = Inner();
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sb.array_struct_inner = array<Inner, 4>();
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}
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