wgpu/tests/in/constructors.wgsl
2023-07-17 16:26:08 -07:00

68 lines
1.6 KiB
WebGPU Shading Language

struct Foo {
a: vec4<f32>,
b: i32,
}
// const const1 = vec3<f32>(0.0); // TODO: this is now a splat and we need to const eval it
const const2 = vec3(0.0, 1.0, 2.0);
const const3 = mat2x2<f32>(0.0, 1.0, 2.0, 3.0);
const const4 = array<mat2x2<f32>, 1>(mat2x2<f32>(0.0, 1.0, 2.0, 3.0));
// zero value constructors
const cz0 = bool();
const cz1 = i32();
const cz2 = u32();
const cz3 = f32();
const cz4 = vec2<u32>();
const cz5 = mat2x2<f32>();
const cz6 = array<Foo, 3>();
const cz7 = Foo();
// constructors that infer their type from their parameters
// TODO: these also contain splats
// const cp1 = vec2(0u);
// const cp2 = mat2x2(vec2(0.), vec2(0.));
const cp3 = array(0, 1, 2, 3);
@compute @workgroup_size(1)
fn main() {
var foo: Foo;
foo = Foo(vec4<f32>(1.0), 1);
let m0 = mat2x2<f32>(
1.0, 0.0,
0.0, 1.0,
);
let m1 = mat4x4<f32>(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
);
// zero value constructors
let zvc0 = bool();
let zvc1 = i32();
let zvc2 = u32();
let zvc3 = f32();
let zvc4 = vec2<u32>();
let zvc5 = mat2x2<f32>();
let zvc6 = array<Foo, 3>();
let zvc7 = Foo();
// constructors that infer their type from their parameters
let cit0 = vec2(0u);
let cit1 = mat2x2(vec2(0.), vec2(0.));
let cit2 = array(0, 1, 2, 3);
// identity constructors
let ic0 = bool(bool());
let ic1 = i32(i32());
let ic2 = u32(u32());
let ic3 = f32(f32());
let ic4 = vec2<u32>(vec2<u32>());
let ic5 = mat2x3<f32>(mat2x3<f32>());
let ic6 = vec2(vec2<u32>());
let ic7 = mat2x3(mat2x3<f32>());
}