mirror of
https://github.com/encounter/dawn-cmake.git
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Several more tests are passing now that we have hex float parsing and vector bitcasts in the HLSL backend. Change-Id: I2809c83aa78afa7cfec187a2cb1671f79e06a876 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59822 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
58 lines
1.1 KiB
WebGPU Shading Language
58 lines
1.1 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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zero : f32;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_7 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var f : f32;
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var x_49 : bool;
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var x_50_phi : bool;
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let x_31 : f32 = gl_FragCoord.x;
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f = x_31;
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let x_32 : f32 = f;
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f = (x_32 + -0x1p+128);
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let x_34 : f32 = f;
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if (((5.0 / x_34) == 0.0)) {
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let x_39 : f32 = f;
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f = (x_39 + 1.0);
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}
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let x_41 : f32 = f;
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let x_42 : bool = isNan(x_41);
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x_50_phi = x_42;
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if (!(x_42)) {
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let x_46 : f32 = f;
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let x_48 : f32 = x_7.zero;
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x_49 = (x_46 != x_48);
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x_50_phi = x_49;
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}
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let x_50 : bool = x_50_phi;
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if (x_50) {
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f = 0.0;
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}
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let x_53 : f32 = f;
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if ((x_53 == 0.0)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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