xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/ClampInt.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity);
2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code);
3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut {
4*c8dee2aaSAndroid Build Coastguard Worker  @location(0) sk_FragColor: vec4<f32>,
5*c8dee2aaSAndroid Build Coastguard Worker};
6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms {
7*c8dee2aaSAndroid Build Coastguard Worker  testInputs: vec4<f32>,
8*c8dee2aaSAndroid Build Coastguard Worker  colorGreen: vec4<f32>,
9*c8dee2aaSAndroid Build Coastguard Worker  colorRed: vec4<f32>,
10*c8dee2aaSAndroid Build Coastguard Worker};
11*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
12*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
13*c8dee2aaSAndroid Build Coastguard Worker  {
14*c8dee2aaSAndroid Build Coastguard Worker    let intValues: vec4<i32> = vec4<i32>(_globalUniforms.testInputs * 100.0);
15*c8dee2aaSAndroid Build Coastguard Worker    const expectedA: vec4<i32> = vec4<i32>(-100, 0, 75, 100);
16*c8dee2aaSAndroid Build Coastguard Worker    const clampLow: vec4<i32> = vec4<i32>(-100, -200, -200, 100);
17*c8dee2aaSAndroid Build Coastguard Worker    const expectedB: vec4<i32> = vec4<i32>(-100, 0, 50, 225);
18*c8dee2aaSAndroid Build Coastguard Worker    const clampHigh: vec4<i32> = vec4<i32>(100, 200, 50, 300);
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = clamp(intValues.x, -100, 100);
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = clamp(intValues.xy, vec2<i32>(-100), vec2<i32>(100));
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = clamp(intValues.xyz, vec3<i32>(-100), vec3<i32>(100));
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = clamp(intValues, vec4<i32>(-100), vec4<i32>(100));
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = clamp(intValues.x, -100, 100);
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = clamp(intValues.xy, vec2<i32>(-100, -200), vec2<i32>(100, 200));
25*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = clamp(intValues.xyz, vec3<i32>(-100, -200, -200), vec3<i32>(100, 200, 50));
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = clamp(intValues, clampLow, clampHigh);
27*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((((((((_skTemp0 == expectedA.x) && all(_skTemp1 == expectedA.xy)) && all(_skTemp2 == expectedA.xyz)) && all(_skTemp3 == expectedA)) && (-100 == expectedA.x)) && all(vec2<i32>(-100, 0) == expectedA.xy)) && all(vec3<i32>(-100, 0, 75) == expectedA.xyz)) && all(vec4<i32>(-100, 0, 75, 100) == expectedA)) && (_skTemp4 == expectedB.x)) && all(_skTemp5 == expectedB.xy)) && all(_skTemp6 == expectedB.xyz)) && all(_skTemp7 == expectedB)) && (-100 == expectedB.x)) && all(vec2<i32>(-100, 0) == expectedB.xy)) && all(vec3<i32>(-100, 0, 50) == expectedB.xyz)) && all(vec4<i32>(-100, 0, 50, 225) == expectedB)));
28*c8dee2aaSAndroid Build Coastguard Worker  }
29*c8dee2aaSAndroid Build Coastguard Worker}
30*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
31*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
32*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
33*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
34*c8dee2aaSAndroid Build Coastguard Worker}
35