xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/MixFloatES2.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  colorBlack: vec4<f32>,
10*c8dee2aaSAndroid Build Coastguard Worker  colorWhite: vec4<f32>,
11*c8dee2aaSAndroid Build Coastguard Worker  testInputs: vec4<f32>,
12*c8dee2aaSAndroid Build Coastguard Worker};
13*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
14*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
15*c8dee2aaSAndroid Build Coastguard Worker  {
16*c8dee2aaSAndroid Build Coastguard Worker    const expectedBW: vec4<f32> = vec4<f32>(0.5, 0.5, 0.5, 1.0);
17*c8dee2aaSAndroid Build Coastguard Worker    const expectedWT: vec4<f32> = vec4<f32>(1.0, 0.5, 1.0, 2.25);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(0.0));
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(0.25));
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(0.75));
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(1.0));
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = mix(_globalUniforms.colorBlack.x, _globalUniforms.colorWhite.x, 0.5);
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = mix(_globalUniforms.colorBlack.xy, _globalUniforms.colorWhite.xy, vec2<f32>(0.5));
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = mix(_globalUniforms.colorBlack.xyz, _globalUniforms.colorWhite.xyz, vec3<f32>(0.5));
25*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = mix(_globalUniforms.colorBlack, _globalUniforms.colorWhite, vec4<f32>(0.5));
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp8 = mix(_globalUniforms.colorWhite.x, _globalUniforms.testInputs.x, 0.0);
27*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp9 = mix(_globalUniforms.colorWhite.xy, _globalUniforms.testInputs.xy, vec2<f32>(0.0, 0.5));
28*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp10 = mix(_globalUniforms.colorWhite.xyz, _globalUniforms.testInputs.xyz, vec3<f32>(0.0, 0.5, 0.0));
29*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp11 = mix(_globalUniforms.colorWhite, _globalUniforms.testInputs, vec4<f32>(0.0, 0.5, 0.0, 1.0));
30*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((((((((((((((((((all(_skTemp0 == vec4<f32>(0.0, 1.0, 0.0, 1.0)) && all(_skTemp1 == vec4<f32>(0.25, 0.75, 0.0, 1.0))) && all(_skTemp2 == vec4<f32>(0.75, 0.25, 0.0, 1.0))) && all(_skTemp3 == vec4<f32>(1.0, 0.0, 0.0, 1.0))) && (_skTemp4 == expectedBW.x)) && all(_skTemp5 == expectedBW.xy)) && all(_skTemp6 == expectedBW.xyz)) && all(_skTemp7 == expectedBW)) && (0.5 == expectedBW.x)) && all(vec2<f32>(0.5) == expectedBW.xy)) && all(vec3<f32>(0.5) == expectedBW.xyz)) && all(vec4<f32>(0.5, 0.5, 0.5, 1.0) == expectedBW)) && (_skTemp8 == expectedWT.x)) && all(_skTemp9 == expectedWT.xy)) && all(_skTemp10 == expectedWT.xyz)) && all(_skTemp11 == expectedWT)) && (1.0 == expectedWT.x)) && all(vec2<f32>(1.0, 0.5) == expectedWT.xy)) && all(vec3<f32>(1.0, 0.5, 1.0) == expectedWT.xyz)) && all(vec4<f32>(1.0, 0.5, 1.0, 2.25) == expectedWT)));
31*c8dee2aaSAndroid Build Coastguard Worker  }
32*c8dee2aaSAndroid Build Coastguard Worker}
33*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
34*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
35*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
36*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
37*c8dee2aaSAndroid Build Coastguard Worker}
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