SPIRV-Cross/shaders-msl/frag/fp16.desktop.frag
2018-03-07 11:36:26 +01:00

152 lines
3.2 KiB
GLSL

#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();
}