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GLSL has the same behavior as MSL, in that -2147483648 is parsed as a unary minus on '2147483648'. 2147483648 overflows an i32, so this actually gets treated as -0. Change-Id: Ibebd8b78a8840f18c438ed1d3d24dee486a65816 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/123202 Reviewed-by: Stephen White <senorblanco@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
65 lines
1.1 KiB
GLSL
65 lines
1.1 KiB
GLSL
#version 310 es
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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int inner;
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} prevent_dce;
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void reverseBits_7c4269() {
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int res = (-2147483647 - 1);
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prevent_dce.inner = res;
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}
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vec4 vertex_main() {
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reverseBits_7c4269();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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int inner;
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} prevent_dce;
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void reverseBits_7c4269() {
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int res = (-2147483647 - 1);
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prevent_dce.inner = res;
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}
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void fragment_main() {
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reverseBits_7c4269();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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int inner;
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} prevent_dce;
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void reverseBits_7c4269() {
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int res = (-2147483647 - 1);
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prevent_dce.inner = res;
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}
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void compute_main() {
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reverseBits_7c4269();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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