wgpu/tests/in/operators.wgsl

306 lines
7.6 KiB
WebGPU Shading Language

const v_f32_one = vec4<f32>(1.0, 1.0, 1.0, 1.0);
const v_f32_zero = vec4<f32>(0.0, 0.0, 0.0, 0.0);
const v_f32_half = vec4<f32>(0.5, 0.5, 0.5, 0.5);
const v_i32_one = vec4<i32>(1, 1, 1, 1);
fn builtins() -> vec4<f32> {
// select()
let condition = true;
let s1 = select(0, 1, condition);
let s2 = select(v_f32_zero, v_f32_one, condition);
let s3 = select(v_f32_one, v_f32_zero, vec4<bool>(false, false, false, false));
// mix()
let m1 = mix(v_f32_zero, v_f32_one, v_f32_half);
let m2 = mix(v_f32_zero, v_f32_one, 0.1);
// bitcast()
let b1 = bitcast<f32>(v_i32_one.x);
let b2 = bitcast<vec4<f32>>(v_i32_one);
// convert
let v_i32_zero = vec4<i32>(v_f32_zero);
// done
return vec4<f32>(vec4<i32>(s1) + v_i32_zero) + s2 + m1 + m2 + b1 + b2;
}
fn splat() -> vec4<f32> {
let a = (1.0 + vec2<f32>(2.0) - 3.0) / 4.0;
let b = vec4<i32>(5) % 2;
return a.xyxy + vec4<f32>(b);
}
fn splat_assignment() -> vec2<f32> {
var a = vec2<f32>(2.0);
a += 1.0;
a -= 3.0;
a /= 4.0;
return a;
}
fn bool_cast(x: vec3<f32>) -> vec3<f32> {
let y = vec3<bool>(x);
return vec3<f32>(y);
}
fn logical() {
let t = true;
let f = false;
// unary
let neg0 = !t;
let neg1 = !vec2(t);
// binary
let or = t || f;
let and = t && f;
let bitwise_or0 = t | f;
let bitwise_or1 = vec3(t) | vec3(f);
let bitwise_and0 = t & f;
let bitwise_and1 = vec4(t) & vec4(f);
}
fn arithmetic() {
let one_i = 1i;
let one_u = 1u;
let one_f = 1.0;
let two_i = 2i;
let two_u = 2u;
let two_f = 2.0;
// unary
let neg0 = -one_f;
let neg1 = -vec2(one_i);
let neg2 = -vec2(one_f);
// binary
// Addition
let add0 = two_i + one_i;
let add1 = two_u + one_u;
let add2 = two_f + one_f;
let add3 = vec2(two_i) + vec2(one_i);
let add4 = vec3(two_u) + vec3(one_u);
let add5 = vec4(two_f) + vec4(one_f);
// Subtraction
let sub0 = two_i - one_i;
let sub1 = two_u - one_u;
let sub2 = two_f - one_f;
let sub3 = vec2(two_i) - vec2(one_i);
let sub4 = vec3(two_u) - vec3(one_u);
let sub5 = vec4(two_f) - vec4(one_f);
// Multiplication
let mul0 = two_i * one_i;
let mul1 = two_u * one_u;
let mul2 = two_f * one_f;
let mul3 = vec2(two_i) * vec2(one_i);
let mul4 = vec3(two_u) * vec3(one_u);
let mul5 = vec4(two_f) * vec4(one_f);
// Division
let div0 = two_i / one_i;
let div1 = two_u / one_u;
let div2 = two_f / one_f;
let div3 = vec2(two_i) / vec2(one_i);
let div4 = vec3(two_u) / vec3(one_u);
let div5 = vec4(two_f) / vec4(one_f);
// Remainder
let rem0 = two_i % one_i;
let rem1 = two_u % one_u;
let rem2 = two_f % one_f;
let rem3 = vec2(two_i) % vec2(one_i);
let rem4 = vec3(two_u) % vec3(one_u);
let rem5 = vec4(two_f) % vec4(one_f);
// Binary arithmetic expressions with mixed scalar and vector operands
{
let add0 = vec2(two_i) + one_i;
let add1 = two_i + vec2(one_i);
let add2 = vec2(two_u) + one_u;
let add3 = two_u + vec2(one_u);
let add4 = vec2(two_f) + one_f;
let add5 = two_f + vec2(one_f);
let sub0 = vec2(two_i) - one_i;
let sub1 = two_i - vec2(one_i);
let sub2 = vec2(two_u) - one_u;
let sub3 = two_u - vec2(one_u);
let sub4 = vec2(two_f) - one_f;
let sub5 = two_f - vec2(one_f);
let mul0 = vec2(two_i) * one_i;
let mul1 = two_i * vec2(one_i);
let mul2 = vec2(two_u) * one_u;
let mul3 = two_u * vec2(one_u);
let mul4 = vec2(two_f) * one_f;
let mul5 = two_f * vec2(one_f);
let div0 = vec2(two_i) / one_i;
let div1 = two_i / vec2(one_i);
let div2 = vec2(two_u) / one_u;
let div3 = two_u / vec2(one_u);
let div4 = vec2(two_f) / one_f;
let div5 = two_f / vec2(one_f);
let rem0 = vec2(two_i) % one_i;
let rem1 = two_i % vec2(one_i);
let rem2 = vec2(two_u) % one_u;
let rem3 = two_u % vec2(one_u);
let rem4 = vec2(two_f) % one_f;
let rem5 = two_f % vec2(one_f);
}
// Matrix arithmetic
let add = mat3x3<f32>() + mat3x3<f32>();
let sub = mat3x3<f32>() - mat3x3<f32>();
let mul_scalar0 = mat3x3<f32>() * one_f;
let mul_scalar1 = two_f * mat3x3<f32>();
let mul_vector0 = mat4x3<f32>() * vec4(one_f);
let mul_vector1 = vec3f(two_f) * mat4x3f();
let mul = mat4x3<f32>() * mat3x4<f32>();
}
fn bit() {
let one_i = 1i;
let one_u = 1u;
let two_i = 2i;
let two_u = 2u;
// unary
let flip0 = ~one_i;
let flip1 = ~one_u;
let flip2 = ~vec2(one_i);
let flip3 = ~vec3(one_u);
// binary
let or0 = two_i | one_i;
let or1 = two_u | one_u;
let or2 = vec2(two_i) | vec2(one_i);
let or3 = vec3(two_u) | vec3(one_u);
let and0 = two_i & one_i;
let and1 = two_u & one_u;
let and2 = vec2(two_i) & vec2(one_i);
let and3 = vec3(two_u) & vec3(one_u);
let xor0 = two_i ^ one_i;
let xor1 = two_u ^ one_u;
let xor2 = vec2(two_i) ^ vec2(one_i);
let xor3 = vec3(two_u) ^ vec3(one_u);
let shl0 = two_i << one_u;
let shl1 = two_u << one_u;
let shl2 = vec2(two_i) << vec2(one_u);
let shl3 = vec3(two_u) << vec3(one_u);
let shr0 = two_i >> one_u;
let shr1 = two_u >> one_u;
let shr2 = vec2(two_i) >> vec2(one_u);
let shr3 = vec3(two_u) >> vec3(one_u);
}
fn comparison() {
let one_i = 1i;
let one_u = 1u;
let one_f = 1.0;
let two_i = 2i;
let two_u = 2u;
let two_f = 2.0;
let eq0 = two_i == one_i;
let eq1 = two_u == one_u;
let eq2 = two_f == one_f;
let eq3 = vec2(two_i) == vec2(one_i);
let eq4 = vec3(two_u) == vec3(one_u);
let eq5 = vec4(two_f) == vec4(one_f);
let neq0 = two_i != one_i;
let neq1 = two_u != one_u;
let neq2 = two_f != one_f;
let neq3 = vec2(two_i) != vec2(one_i);
let neq4 = vec3(two_u) != vec3(one_u);
let neq5 = vec4(two_f) != vec4(one_f);
let lt0 = two_i < one_i;
let lt1 = two_u < one_u;
let lt2 = two_f < one_f;
let lt3 = vec2(two_i) < vec2(one_i);
let lt4 = vec3(two_u) < vec3(one_u);
let lt5 = vec4(two_f) < vec4(one_f);
let lte0 = two_i <= one_i;
let lte1 = two_u <= one_u;
let lte2 = two_f <= one_f;
let lte3 = vec2(two_i) <= vec2(one_i);
let lte4 = vec3(two_u) <= vec3(one_u);
let lte5 = vec4(two_f) <= vec4(one_f);
let gt0 = two_i > one_i;
let gt1 = two_u > one_u;
let gt2 = two_f > one_f;
let gt3 = vec2(two_i) > vec2(one_i);
let gt4 = vec3(two_u) > vec3(one_u);
let gt5 = vec4(two_f) > vec4(one_f);
let gte0 = two_i >= one_i;
let gte1 = two_u >= one_u;
let gte2 = two_f >= one_f;
let gte3 = vec2(two_i) >= vec2(one_i);
let gte4 = vec3(two_u) >= vec3(one_u);
let gte5 = vec4(two_f) >= vec4(one_f);
}
fn assignment() {
let zero_i = 0i;
let one_i = 1i;
let one_u = 1u;
let two_u = 2u;
var a = one_i;
a += one_i;
a -= one_i;
a *= a;
a /= a;
a %= one_i;
a &= zero_i;
a |= zero_i;
a ^= zero_i;
a <<= two_u;
a >>= one_u;
a++;
a--;
var vec0: vec3<i32> = vec3<i32>();
vec0[one_i]++;
vec0[one_i]--;
}
@compute @workgroup_size(1)
fn main() {
builtins();
splat();
bool_cast(v_f32_one.xyz);
logical();
arithmetic();
bit();
comparison();
assignment();
}
fn negation_avoids_prefix_decrement() {
let x = 1;
let p0 = -x;
let p1 = - -x;
let p2 = -(-x);
let p3 = -(- x);
let p4 = - - -x;
let p5 = - - - - x;
let p6 = - - -(- -x);
let p7 = (- - - - -x);
}