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79 lines
1.8 KiB
WebGPU Shading Language
79 lines
1.8 KiB
WebGPU Shading Language
// Global variable & constant declarations
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const Foo: bool = true;
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var<workgroup> wg : array<f32, 10u>;
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var<workgroup> at: atomic<u32>;
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struct FooStruct {
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v3: vec3<f32>,
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// test packed vec3
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v1: f32,
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}
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@group(0) @binding(1)
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var<storage, read_write> alignment: FooStruct;
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@group(0) @binding(2)
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var<storage> dummy: array<vec2<f32>>;
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@group(0) @binding(3)
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var<uniform> float_vecs: array<vec4<f32>, 20>;
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@group(0) @binding(4)
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var<uniform> global_vec: vec3<f32>;
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@group(0) @binding(5)
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var<uniform> global_mat: mat3x2<f32>;
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@group(0) @binding(6)
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var<uniform> global_nested_arrays_of_matrices_2x4: array<array<mat2x4<f32>, 2>, 2>;
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@group(0) @binding(7)
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var<uniform> global_nested_arrays_of_matrices_4x2: array<array<mat4x2<f32>, 2>, 2>;
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fn test_msl_packed_vec3_as_arg(arg: vec3<f32>) {}
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fn test_msl_packed_vec3() {
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// stores
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alignment.v3 = vec3<f32>(1.0);
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var idx = 1;
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alignment.v3.x = 1.0;
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alignment.v3[0] = 2.0;
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alignment.v3[idx] = 3.0;
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// force load to happen here
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let data = alignment;
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// loads
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let l0 = data.v3;
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let l1 = data.v3.zx;
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test_msl_packed_vec3_as_arg(data.v3);
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// matrix vector multiplication
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let mvm0 = data.v3 * mat3x3<f32>();
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let mvm1 = mat3x3<f32>() * data.v3;
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// scalar vector multiplication
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let svm0 = data.v3 * 2.0;
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let svm1 = 2.0 * data.v3;
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}
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@compute @workgroup_size(1)
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fn main() {
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test_msl_packed_vec3();
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wg[7] = (global_nested_arrays_of_matrices_4x2[0][0] * global_nested_arrays_of_matrices_2x4[0][0][0]).x;
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wg[6] = (global_mat * global_vec).x;
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wg[5] = dummy[1].y;
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wg[4] = float_vecs[0].w;
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wg[3] = alignment.v1;
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wg[2] = alignment.v3.x;
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alignment.v1 = 4.0;
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wg[1] = f32(arrayLength(&dummy));
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atomicStore(&at, 2u);
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// Valid, Foo and at is in function scope
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var Foo: f32 = 1.0;
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var at: bool = true;
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}
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