dawn-cmake/test/tint/shader_io/fragment_input_mixed_f16.wgsl.expected.glsl
Zhaoming Jiang 6198bea2ac Dawn&Tint: Implement F16 pipeline IO
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>
2022-12-07 04:33:24 +00:00

42 lines
1.2 KiB
GLSL

#version 310 es
#extension GL_OES_sample_variables : require
#extension GL_AMD_gpu_shader_half_float : require
precision mediump float;
layout(location = 0) flat in int loc0_1;
layout(location = 1) flat in uint loc1_1;
layout(location = 3) in vec4 loc3_1;
layout(location = 5) in f16vec3 loc5_1;
layout(location = 2) in float loc2_1;
layout(location = 4) in float16_t loc4_1;
struct FragmentInputs0 {
vec4 position;
int loc0;
};
struct FragmentInputs1 {
vec4 loc3;
f16vec3 loc5;
uint sample_mask;
};
void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, float16_t loc4) {
if (front_facing) {
vec4 foo = inputs0.position;
uint bar = (sample_index + inputs1.sample_mask);
int i = inputs0.loc0;
uint u = loc1;
float f = loc2;
vec4 v = inputs1.loc3;
float16_t x = loc4;
f16vec3 y = inputs1.loc5;
}
}
void main() {
FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1);
FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, loc5_1, uint(gl_SampleMaskIn[0]));
tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1, loc4_1);
return;
}