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