dawn-cmake/test/builtins/gen/unpack2x16float/32a5cf.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

90 lines
2.1 KiB
GLSL

SKIP: FAILED
#version 310 es
vec2 tint_unpack2x16float(uint param_0) {
uint i = param_0;
return f16tof32(uint2(i & 0xffff, i >> 16));
}
void unpack2x16float_32a5cf() {
vec2 res = tint_unpack2x16float(1u);
}
vec4 vertex_main() {
unpack2x16float_32a5cf();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
Error parsing GLSL shader:
ERROR: 0:5: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp highp uint' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
vec2 tint_unpack2x16float(uint param_0) {
uint i = param_0;
return f16tof32(uint2(i & 0xffff, i >> 16));
}
void unpack2x16float_32a5cf() {
vec2 res = tint_unpack2x16float(1u);
}
void fragment_main() {
unpack2x16float_32a5cf();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:6: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
vec2 tint_unpack2x16float(uint param_0) {
uint i = param_0;
return f16tof32(uint2(i & 0xffff, i >> 16));
}
void unpack2x16float_32a5cf() {
vec2 res = tint_unpack2x16float(1u);
}
void compute_main() {
unpack2x16float_32a5cf();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:5: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp highp uint' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.