dawn-cmake/test/tint/shader_io/fragment_input_mixed_f16.wgsl
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

34 lines
848 B
WebGPU Shading Language

enable f16;
struct FragmentInputs0 {
@builtin(position) position : vec4<f32>,
@location(0) @interpolate(flat) loc0 : i32,
};
struct FragmentInputs1 {
@location(3) loc3 : vec4<f32>,
@location(5) loc5 : vec3<f16>,
@builtin(sample_mask) sample_mask : u32,
};
@fragment
fn main(
inputs0 : FragmentInputs0,
@builtin(front_facing) front_facing : bool,
@location(1) @interpolate(flat) loc1 : u32,
@builtin(sample_index) sample_index : u32,
inputs1 : FragmentInputs1,
@location(2) loc2 : f32,
@location(4) loc4 : f16,
) {
if (front_facing) {
let foo : vec4<f32> = inputs0.position;
let bar : u32 = sample_index + inputs1.sample_mask;
let i : i32 = inputs0.loc0;
let u : u32 = loc1;
let f : f32 = loc2;
let v : vec4<f32> = inputs1.loc3;
let x : f16 = loc4;
let y : vec3<f16> = inputs1.loc5;
}
}