#version 450 #extension GL_AMD_gpu_shader_half_float : require layout(location = 0) in float16_t v1; layout(location = 1) in f16vec2 v2; layout(location = 2) in f16vec3 v3; layout(location = 3) in f16vec4 v4; layout(location = 0) out float o1; layout(location = 1) out vec2 o2; layout(location = 2) out vec3 o3; layout(location = 3) out vec4 o4; f16mat2 test_mat2(f16vec2 a, f16vec2 b, f16vec2 c, f16vec2 d) { return f16mat2(a, b) * f16mat2(c, d); } f16mat3 test_mat3(f16vec3 a, f16vec3 b, f16vec3 c, f16vec3 d, f16vec3 e, f16vec3 f) { return f16mat3(a, b, c) * f16mat3(d, e, f); } void test_constants() { float16_t a = 1.0hf; float16_t b = 1.5hf; float16_t c = -1.5hf; // Negatives float16_t d = (0.0hf / 0.0hf); // NaN float16_t e = (1.0hf / 0.0hf); // +Inf float16_t f = (-1.0hf / 0.0hf); // -Inf float16_t g = 1014.0hf; // Large. float16_t h = 0.000001hf; // Denormal } float16_t test_result() { return 1.0hf; } void test_conversions() { float16_t one = test_result(); int a = int(one); uint b = uint(one); bool c = bool(one); float d = float(one); double e = double(one); float16_t a2 = float16_t(a); float16_t b2 = float16_t(b); float16_t c2 = float16_t(c); float16_t d2 = float16_t(d); float16_t e2 = float16_t(e); } void test_builtins() { f16vec4 res; res = radians(v4); res = degrees(v4); res = sin(v4); res = cos(v4); res = tan(v4); res = asin(v4); res = atan(v4, v3.xyzz); res = atan(v4); res = sinh(v4); res = cosh(v4); res = tanh(v4); res = asinh(v4); res = acosh(v4); res = atanh(v4); res = pow(v4, v4); res = exp(v4); res = log(v4); res = exp2(v4); res = log2(v4); res = sqrt(v4); res = inversesqrt(v4); res = abs(v4); res = sign(v4); res = floor(v4); res = trunc(v4); res = round(v4); res = roundEven(v4); res = ceil(v4); res = fract(v4); res = mod(v4, v4); f16vec4 tmp; res = modf(v4, tmp); res = min(v4, v4); res = max(v4, v4); res = clamp(v4, v4, v4); res = mix(v4, v4, v4); res = mix(v4, v4, lessThan(v4, v4)); res = step(v4, v4); res = smoothstep(v4, v4, v4); bvec4 btmp = isnan(v4); btmp = isinf(v4); res = fma(v4, v4, v4); ivec4 itmp; res = frexp(v4, itmp); res = ldexp(res, itmp); uint pack0 = packFloat2x16(v4.xy); uint pack1 = packFloat2x16(v4.zw); res = f16vec4(unpackFloat2x16(pack0), unpackFloat2x16(pack1)); float16_t t0 = length(v4); t0 = distance(v4, v4); t0 = dot(v4, v4); f16vec3 res3 = cross(v3, v3); res = normalize(v4); res = faceforward(v4, v4, v4); res = reflect(v4, v4); res = refract(v4, v4, v1); btmp = lessThan(v4, v4); btmp = lessThanEqual(v4, v4); btmp = greaterThan(v4, v4); btmp = greaterThanEqual(v4, v4); btmp = equal(v4, v4); btmp = notEqual(v4, v4); res = dFdx(v4); res = dFdy(v4); res = dFdxFine(v4); res = dFdyFine(v4); res = dFdxCoarse(v4); res = dFdyCoarse(v4); res = fwidth(v4); res = fwidthFine(v4); res = fwidthCoarse(v4); //res = interpolateAtCentroid(v4); //res = interpolateAtSample(v4, 0); //res = interpolateAtOffset(v4, f16vec2(0.1hf)); } void main() { // Basic matrix tests. f16mat2 m0 = test_mat2(v2, v2, v3.xy, v3.xy); f16mat3 m1 = test_mat3(v3, v3, v3, v4.xyz, v4.xyz, v4.yzw); test_constants(); test_conversions(); test_builtins(); }