xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/Step.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 constGreen: vec4<f32> = vec4<f32>(0.0, 1.0, 0.0, 1.0);
15*c8dee2aaSAndroid Build Coastguard Worker    const expectedA: vec4<f32> = vec4<f32>(0.0, 0.0, 1.0, 1.0);
16*c8dee2aaSAndroid Build Coastguard Worker    const expectedB: vec4<f32> = vec4<f32>(1.0, 1.0, 0.0, 0.0);
17*c8dee2aaSAndroid Build Coastguard Worker    const expectedC: vec4<f32> = vec4<f32>(0.0, 1.0, 1.0, 1.0);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = step(0.5, _globalUniforms.testInputs.x);
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = step(vec2<f32>(0.5), _globalUniforms.testInputs.xy);
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = step(vec3<f32>(0.5), _globalUniforms.testInputs.xyz);
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = step(vec4<f32>(0.5), _globalUniforms.testInputs);
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = step(_globalUniforms.testInputs.x, 0.0);
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = step(_globalUniforms.testInputs.xy, vec2<f32>(0.0, 1.0));
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = step(_globalUniforms.testInputs.xyz, vec3<f32>(0.0, 1.0, 0.0));
25*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = step(_globalUniforms.testInputs, constGreen);
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp8 = step(_globalUniforms.colorRed.x, _globalUniforms.colorGreen.x);
27*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp9 = step(_globalUniforms.colorRed.xy, _globalUniforms.colorGreen.xy);
28*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp10 = step(_globalUniforms.colorRed.xyz, _globalUniforms.colorGreen.xyz);
29*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp11 = step(_globalUniforms.colorRed, _globalUniforms.colorGreen);
30*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((((((((((((((((_skTemp0 == expectedA.x) && all(_skTemp1 == expectedA.xy)) && all(_skTemp2 == expectedA.xyz)) && all(_skTemp3 == expectedA)) && (0.0 == expectedA.x)) && all(vec2<f32>(0.0) == expectedA.xy)) && all(vec3<f32>(0.0, 0.0, 1.0) == expectedA.xyz)) && all(vec4<f32>(0.0, 0.0, 1.0, 1.0) == expectedA)) && (_skTemp4 == expectedB.x)) && all(_skTemp5 == expectedB.xy)) && all(_skTemp6 == expectedB.xyz)) && all(_skTemp7 == expectedB)) && (1.0 == expectedB.x)) && all(vec2<f32>(1.0) == expectedB.xy)) && all(vec3<f32>(1.0, 1.0, 0.0) == expectedB.xyz)) && all(vec4<f32>(1.0, 1.0, 0.0, 0.0) == expectedB)) && (_skTemp8 == expectedC.x)) && all(_skTemp9 == expectedC.xy)) && all(_skTemp10 == expectedC.xyz)) && all(_skTemp11 == expectedC)) && (0.0 == expectedC.x)) && all(vec2<f32>(0.0, 1.0) == expectedC.xy)) && all(vec3<f32>(0.0, 1.0, 1.0) == expectedC.xyz)) && all(vec4<f32>(0.0, 1.0, 1.0, 1.0) == expectedC)));
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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