xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/Modf.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 _skslMain(coords: vec2<f32>) -> vec4<f32> {
12*c8dee2aaSAndroid Build Coastguard Worker  {
13*c8dee2aaSAndroid Build Coastguard Worker    const value: vec4<f32> = vec4<f32>(2.5, -2.5, 8.0, -0.125);
14*c8dee2aaSAndroid Build Coastguard Worker    const expectedWhole: vec4<f32> = vec4<f32>(2.0, -2.0, 8.0, 0.0);
15*c8dee2aaSAndroid Build Coastguard Worker    const expectedFraction: vec4<f32> = vec4<f32>(0.5, -0.5, 0.0, -0.125);
16*c8dee2aaSAndroid Build Coastguard Worker    var ok: vec4<bool> = vec4<bool>(false);
17*c8dee2aaSAndroid Build Coastguard Worker    var whole: vec4<f32>;
18*c8dee2aaSAndroid Build Coastguard Worker    var fraction: vec4<f32>;
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = modf(value.x);
20*c8dee2aaSAndroid Build Coastguard Worker    whole.x = _skTemp0.whole;
21*c8dee2aaSAndroid Build Coastguard Worker    fraction.x = _skTemp0.fract;
22*c8dee2aaSAndroid Build Coastguard Worker    ok.x = (whole.x == 2.0) && (fraction.x == 0.5);
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = modf(value.xy);
24*c8dee2aaSAndroid Build Coastguard Worker    whole = vec4<f32>((_skTemp1.whole), whole.zw);
25*c8dee2aaSAndroid Build Coastguard Worker    fraction = vec4<f32>((_skTemp1.fract), fraction.zw);
26*c8dee2aaSAndroid Build Coastguard Worker    ok.y = all(whole.xy == vec2<f32>(2.0, -2.0)) && all(fraction.xy == vec2<f32>(0.5, -0.5));
27*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = modf(value.xyz);
28*c8dee2aaSAndroid Build Coastguard Worker    whole = vec4<f32>((_skTemp2.whole), whole.w);
29*c8dee2aaSAndroid Build Coastguard Worker    fraction = vec4<f32>((_skTemp2.fract), fraction.w);
30*c8dee2aaSAndroid Build Coastguard Worker    ok.z = all(whole.xyz == vec3<f32>(2.0, -2.0, 8.0)) && all(fraction.xyz == vec3<f32>(0.5, -0.5, 0.0));
31*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = modf(value);
32*c8dee2aaSAndroid Build Coastguard Worker    whole = _skTemp3.whole;
33*c8dee2aaSAndroid Build Coastguard Worker    fraction = _skTemp3.fract;
34*c8dee2aaSAndroid Build Coastguard Worker    ok.w = all(whole == expectedWhole) && all(fraction == expectedFraction);
35*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = all(ok);
36*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_skTemp4));
37*c8dee2aaSAndroid Build Coastguard Worker  }
38*c8dee2aaSAndroid Build Coastguard Worker}
39*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
40*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
41*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
42*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
43*c8dee2aaSAndroid Build Coastguard Worker}
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