xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/DFdx.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    const expected: vec4<f32> = vec4<f32>(0.0);
15*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = dpdx(_globalUniforms.testInputs.x);
16*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = dpdx(_globalUniforms.testInputs.xy);
17*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = dpdx(_globalUniforms.testInputs.xyz);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = dpdx(_globalUniforms.testInputs);
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = dpdx(coords.xx);
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = sign(_skTemp4);
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = dpdx(coords.yy);
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = sign(_skTemp6);
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp8 = dpdx(coords);
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp9 = sign(_skTemp8);
25*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((((((_skTemp0 == expected.x) && all(_skTemp1 == expected.xy)) && all(_skTemp2 == expected.xyz)) && all(_skTemp3 == expected)) && all(_skTemp5 == vec2<f32>(1.0))) && all(_skTemp7 == vec2<f32>(0.0))) && all(_skTemp9 == vec2<f32>(1.0, 0.0))));
26*c8dee2aaSAndroid Build Coastguard Worker  }
27*c8dee2aaSAndroid Build Coastguard Worker}
28*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
29*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
30*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
31*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
32*c8dee2aaSAndroid Build Coastguard Worker}
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