dawn-cmake/test/bug/tint/534.wgsl.expected.glsl
Stephen White bf0180bcee GLSL: only emit default precision qualifier for frag shader.
Other shader types don't need this.
Also fix code style of member var.

Bug: tint:1360
Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-07 18:49:46 +00:00

61 lines
1.5 KiB
GLSL

#version 310 es
struct Uniforms {
uint dstTextureFlipY;
uint isFloat16;
uint isRGB10A2Unorm;
uint channelCount;
};
layout(binding = 2, std430) buffer OutputBuf_1 {
uint result[];
} tint_symbol;
layout(binding = 3) uniform Uniforms_1 {
uint dstTextureFlipY;
uint isFloat16;
uint isRGB10A2Unorm;
uint channelCount;
} uniforms;
uint ConvertToFp16FloatValue(float fp32) {
return 1u;
}
uniform highp sampler2D src_1;
uniform highp sampler2D dst_1;
void tint_symbol_1(uvec3 GlobalInvocationID) {
ivec2 size = textureSize(src_1, 0);
ivec2 dstTexCoord = ivec2(GlobalInvocationID.xy);
ivec2 srcTexCoord = dstTexCoord;
if ((uniforms.dstTextureFlipY == 1u)) {
srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
}
vec4 srcColor = texelFetch(src_1, srcTexCoord, 0);
vec4 dstColor = texelFetch(dst_1, dstTexCoord, 0);
bool success = true;
uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u);
uvec4 dstColorBits = uvec4(dstColor);
{
for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
bool tint_tmp = success;
if (tint_tmp) {
tint_tmp = (srcColorBits[i] == dstColorBits[i]);
}
success = (tint_tmp);
}
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
tint_symbol.result[outputIndex] = uint(1);
} else {
tint_symbol.result[outputIndex] = uint(0);
}
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol_1(gl_GlobalInvocationID);
return;
}