Ben Clayton f1f56b2d3c tint/writer/glsl: Set default precision to highp
WGSL states that `f32` is a IEEE-754 binary32. mediump precision guarantees are much smaller than highp, and using mediump can break code generated by tint.

Change-Id: I8a129c4c8ac078c785e0d5d7d21f19ed6b3620b5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/123400
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Stephen White <senorblanco@chromium.org>
2023-03-09 19:58:23 +00:00

71 lines
1.5 KiB
GLSL

#version 310 es
uniform highp sampler2DArray arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleLevel_b7c55c() {
vec4 res = textureLodOffset(arg_0_arg_1, vec3(vec2(1.0f), float(1)), 1.0f, ivec2(1));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureSampleLevel_b7c55c();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
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;
}
#version 310 es
precision highp float;
uniform highp sampler2DArray arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleLevel_b7c55c() {
vec4 res = textureLodOffset(arg_0_arg_1, vec3(vec2(1.0f), float(1)), 1.0f, ivec2(1));
prevent_dce.inner = res;
}
void fragment_main() {
textureSampleLevel_b7c55c();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp sampler2DArray arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleLevel_b7c55c() {
vec4 res = textureLodOffset(arg_0_arg_1, vec3(vec2(1.0f), float(1)), 1.0f, ivec2(1));
prevent_dce.inner = res;
}
void compute_main() {
textureSampleLevel_b7c55c();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}