glslang/Test/spv.precision.frag
John Kessenich 435dd8028b SPV: RelaxedPrecision: Generalize fix #2293 to cover more operations.
This simplifies and enforces use of precision in many more places,
to help avoid accidental loss of RelaxedPrecision through intermediate
operations. Known fixes are:
- ?:
- function return values with mis-matched precision
- precision of function return values when a copy was needed to fix types
2020-06-30 02:44:52 -06:00

63 lines
1.3 KiB
GLSL

#version 310 es
precision mediump float;
in lowp float lowfin;
in mediump float mediumfin;
in highp vec4 highfin;
highp int uniform_high;
mediump int uniform_medium;
lowp int uniform_low;
bvec2 ub2;
out mediump vec4 mediumfout;
highp float global_highp;
lowp vec2 foo(mediump vec3 mv3)
{
return highfin.xy;
}
bool boolfun(bvec2 bv2)
{
return bv2 == bvec2(false, true);
}
struct S {
highp float a;
lowp float b;
};
in S s;
void main()
{
lowp int sum = uniform_medium + uniform_high;
sum += uniform_high;
sum += uniform_low;
// test maxing precisions of args to get precision of builtin
lowp float arg1 = 3.2;
mediump float arg2 = 1023908.2;
lowp float d = distance(lowfin, mediumfin);
global_highp = length(highfin);
highp vec4 local_highp = vec4(global_highp);
mediumfout = vec4(sin(d)) + arg2 + local_highp;
sum += 4 + ((ivec2(uniform_low) * ivec2(uniform_high) + ivec2((/* comma operator */uniform_low, uniform_high)))).x;
mediumfout += vec4(sum);
if (boolfun(ub2))
++mediumfout;
mediumfout *= s.a;
mediumfout *= s.b;
mediumfout = ((mediumfin * mediumfin > 4.2) ? 2.0 * mediumfout : 3.0 * mediumfout);
}