xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/Length.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  testMatrix2x2: 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 inputVal: vec4<f32> = _globalUniforms.testMatrix2x2 + vec4<f32>(2.0, -2.0, 1.0, 8.0);
15*c8dee2aaSAndroid Build Coastguard Worker    const expected: vec4<f32> = vec4<f32>(3.0, 3.0, 5.0, 13.0);
16*c8dee2aaSAndroid Build Coastguard Worker    const allowedDelta: f32 = 0.05;
17*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = length(inputVal.x);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = abs(_skTemp0 - expected.x);
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = length(inputVal.xy);
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = abs(_skTemp2 - expected.y);
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = length(inputVal.xyz);
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = abs(_skTemp4 - expected.z);
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = length(inputVal);
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = abs(_skTemp6 - expected.w);
25*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp8 = abs(3.0 - expected.x);
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp9 = abs(3.0 - expected.y);
27*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp10 = abs(5.0 - expected.z);
28*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp11 = abs(13.0 - expected.w);
29*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((_skTemp1 < allowedDelta) && (_skTemp3 < allowedDelta)) && (_skTemp5 < allowedDelta)) && (_skTemp7 < allowedDelta)) && (_skTemp8 < allowedDelta)) && (_skTemp9 < allowedDelta)) && (_skTemp10 < allowedDelta)) && (_skTemp11 < allowedDelta)));
30*c8dee2aaSAndroid Build Coastguard Worker  }
31*c8dee2aaSAndroid Build Coastguard Worker}
32*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
33*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
34*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
35*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
36*c8dee2aaSAndroid Build Coastguard Worker}
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