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This CL implement f16 for pipeline IO, i.e. vertex shader input, interstage variables between vertex and fragment shader, and fragment shader output (render target). Unit tests and E2E tests for Tint and Dawn are also implemented. Bugs: tint:1473, tint:1502 Change-Id: If0d6b2b3171ec8b7e4efc0efd58cc803c6a3d3a8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/111160 Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
37 lines
929 B
Plaintext
37 lines
929 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct FragmentInputs {
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int loc0;
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uint loc1;
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float loc2;
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float4 loc3;
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half loc4;
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half3 loc5;
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};
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struct tint_symbol_2 {
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int loc0 [[user(locn0)]] [[flat]];
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uint loc1 [[user(locn1)]] [[flat]];
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float loc2 [[user(locn2)]];
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float4 loc3 [[user(locn3)]];
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half loc4 [[user(locn4)]];
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half3 loc5 [[user(locn5)]];
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};
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void tint_symbol_inner(FragmentInputs inputs) {
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int const i = inputs.loc0;
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uint const u = inputs.loc1;
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float const f = inputs.loc2;
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float4 const v = inputs.loc3;
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half const x = inputs.loc4;
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half3 const y = inputs.loc5;
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}
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fragment void tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
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FragmentInputs const tint_symbol_3 = {.loc0=tint_symbol_1.loc0, .loc1=tint_symbol_1.loc1, .loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3, .loc4=tint_symbol_1.loc4, .loc5=tint_symbol_1.loc5};
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tint_symbol_inner(tint_symbol_3);
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return;
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}
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