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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>
38 lines
942 B
GLSL
38 lines
942 B
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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layout(location = 0) in int loc0_1;
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layout(location = 1) in uint loc1_1;
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layout(location = 2) in float loc2_1;
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layout(location = 3) in vec4 loc3_1;
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layout(location = 4) in float16_t loc4_1;
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layout(location = 5) in f16vec3 loc5_1;
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struct VertexInputs {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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float16_t loc4;
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f16vec3 loc5;
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};
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vec4 tint_symbol(VertexInputs inputs) {
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int i = inputs.loc0;
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uint u = inputs.loc1;
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float f = inputs.loc2;
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vec4 v = inputs.loc3;
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float16_t x = inputs.loc4;
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f16vec3 y = inputs.loc5;
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1);
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vec4 inner_result = tint_symbol(tint_symbol_1);
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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