glslang/Test/spv.Operations.frag
Cody Northrop 4d2298bfd7
Support multiple swizzled out operands (#2175)
Swizzled out operands were added in bbbd9a2a. This was sufficient
for most tests, but we ran into problems with umulExtended and
imulExtended, which have two.

This CL converts the tracking values to vectors so multiple operands
can be supported.

Test: KHR-GLES31.core.shader_bitfield_operation.*
Test: ctest
2020-04-13 21:59:49 -06:00

150 lines
2.8 KiB
GLSL

#version 450
flat in ivec4 uiv4;
in vec4 uv4;
bool ub;
bvec4 ub41, ub42;
in float uf;
flat in int ui;
flat in uvec4 uuv4;
flat in uint uui;
out vec4 FragColor;
void main()
{
vec4 v;
float f;
bool b;
bvec4 bv4;
int i;
uint u;
// floating point
v = radians(uv4);
v += degrees(v);
v += (i = ui*ui, sin(v));
v += cos(v);
v += tan(v);
v += asin(v);
v += acos(v);
v += atan(v);
v += sinh(v);
v += cosh(v);
v += tanh(v);
v += asinh(v);
v += acosh(v);
v += atanh(v);
v += pow(v, v);
v += exp(v);
v += log(v);
v += exp2(v);
v += log2(v);
v += sqrt(v);
v += inversesqrt(v);
v += abs(v);
v += sign(v);
v += floor(v);
v += trunc(v);
v += round(v);
v += roundEven(v);
v += ceil(v);
v += fract(v);
v += mod(v, v);
v += mod(v, v.x);
v += modf(v, v);
v += modf(v, v.yzxw);
v += min(v, uv4);
v += max(v, uv4);
v += clamp(v, uv4, uv4);
v += mix(v,v,v);
v += mix(v,v,ub41);
v += mix(v,v,f);
//spv v += intBitsToFloat(ui);
// v += uintBitsToFloat(uui);
// i += floatBitsToInt(f);
// u += floatBitsToUint(f);
v += fma(v, uv4, v);
v += step(v,v);
v += smoothstep(v,v,v);
v += step(uf,v);
v += smoothstep(uf,uf,v);
v += normalize(v);
v += faceforward(v, v, v);
v += reflect(v, v);
v += refract(v, v, uf);
v += dFdx(v);
v += dFdy(v);
v += fwidth(v);
// signed integer
i += abs(ui);
i += sign(i);
i += min(i, ui);
i += max(i, ui);
i += clamp(i, ui, ui);
// unsigned integer
u += min(u, uui);
u += max(u, uui);
u += clamp(u, uui, uui);
// multiple out operands
uvec4 msb;
uvec4 lsb;
umulExtended(uuv4.xyz, uuv4.xyz, msb.xyz, lsb.xyz);
u += msb.x + msb.y + msb.z;
u += lsb.x + lsb.y + lsb.z;
//// bool
b = isnan(uf);
b = isinf(f);
b = any(lessThan(v, uv4));
b = (b && any(lessThanEqual(v, uv4)));
b = (b && any(greaterThan(v, uv4)));
b = (b && any(greaterThanEqual(v, uv4)));
b = (b && any(equal(ub41, ub42)));
b = (b && any(notEqual(ub41, ub42)));
b = (b && any(ub41));
b = (b && all(ub41));
b = (b && any(not(ub41)));
i = ((i + ui) * i - ui) / i;
i = i % ui;
if (i == ui || i != ui && i == ui ^^ i != 2)
++i;
f = ((uf + uf) * uf - uf) / uf;
f += length(v);
f += distance(v, v);
f += dot(v, v);
f += dot(f, uf);
f += cross(v.xyz, v.xyz).x;
if (f == uf || f != uf && f != 2.0)
++f;
i &= ui;
i |= 0x42;
i ^= ui;
i %= 17;
i >>= 2;
i <<= ui;
i = ~i;
b = !b;
FragColor = b ? vec4(i) + vec4(f) + v : v;
mat4 m1 = mat4(1.0), m2 = mat4(0.0);
FragColor += (b ? m1 : m2)[1];
}