xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/Frexp.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  colorGreen: vec4<f32>,
8*c8dee2aaSAndroid Build Coastguard Worker  colorRed: vec4<f32>,
9*c8dee2aaSAndroid Build Coastguard Worker};
10*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
11*c8dee2aaSAndroid Build Coastguard Workerfn checkIntrinsicAsFunctionArg_bf3i3(f3: vec3<f32>, e3: vec3<i32>) -> bool {
12*c8dee2aaSAndroid Build Coastguard Worker  {
13*c8dee2aaSAndroid Build Coastguard Worker    return all(f3 == vec3<f32>(0.75)) && all(e3 == vec3<i32>(3));
14*c8dee2aaSAndroid Build Coastguard Worker  }
15*c8dee2aaSAndroid Build Coastguard Worker}
16*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
17*c8dee2aaSAndroid Build Coastguard Worker  {
18*c8dee2aaSAndroid Build Coastguard Worker    let value: vec4<f32> = vec4<f32>(_globalUniforms.colorGreen.yyyy * 6.0);
19*c8dee2aaSAndroid Build Coastguard Worker    var _0_exp: vec4<i32>;
20*c8dee2aaSAndroid Build Coastguard Worker    var result: vec4<f32>;
21*c8dee2aaSAndroid Build Coastguard Worker    var ok: vec4<bool>;
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = frexp(value.x);
23*c8dee2aaSAndroid Build Coastguard Worker    _0_exp.x = _skTemp0.exp;
24*c8dee2aaSAndroid Build Coastguard Worker    result.x = _skTemp0.fract;
25*c8dee2aaSAndroid Build Coastguard Worker    ok.x = (result.x == 0.75) && (_0_exp.x == 3);
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = frexp(value.xy);
27*c8dee2aaSAndroid Build Coastguard Worker    _0_exp = vec4<i32>((_skTemp1.exp), _0_exp.zw);
28*c8dee2aaSAndroid Build Coastguard Worker    result = vec4<f32>((_skTemp1.fract), result.zw);
29*c8dee2aaSAndroid Build Coastguard Worker    ok.y = (result.y == 0.75) && (_0_exp.y == 3);
30*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = frexp(value.xyz);
31*c8dee2aaSAndroid Build Coastguard Worker    _0_exp = vec4<i32>((_skTemp2.exp), _0_exp.w);
32*c8dee2aaSAndroid Build Coastguard Worker    result = vec4<f32>((_skTemp2.fract), result.w);
33*c8dee2aaSAndroid Build Coastguard Worker    ok.z = (result.z == 0.75) && (_0_exp.z == 3);
34*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = frexp(value);
35*c8dee2aaSAndroid Build Coastguard Worker    _0_exp = _skTemp3.exp;
36*c8dee2aaSAndroid Build Coastguard Worker    result = _skTemp3.fract;
37*c8dee2aaSAndroid Build Coastguard Worker    ok.w = (result.w == 0.75) && (_0_exp.w == 3);
38*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = frexp(value.wzy);
39*c8dee2aaSAndroid Build Coastguard Worker    _0_exp = vec4<i32>((_skTemp4.exp), _0_exp.y).ywxz;
40*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = checkIntrinsicAsFunctionArg_bf3i3(_skTemp4.fract.yxz, _0_exp.yxz);
41*c8dee2aaSAndroid Build Coastguard Worker    let funcOk: bool = _skTemp5;
42*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = all(ok);
43*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_skTemp6 && funcOk));
44*c8dee2aaSAndroid Build Coastguard Worker  }
45*c8dee2aaSAndroid Build Coastguard Worker}
46*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
47*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
48*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
49*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
50*c8dee2aaSAndroid Build Coastguard Worker}
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