157 строки
3.2 KiB
GLSL
157 строки
3.2 KiB
GLSL
#version 450
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#extension GL_AMD_gpu_shader_half_float : require
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layout(location = 0) in float16_t v1;
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layout(location = 1) in f16vec2 v2;
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layout(location = 2) in f16vec3 v3;
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layout(location = 3) in f16vec4 v4;
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layout(location = 0) out float o1;
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layout(location = 1) out vec2 o2;
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layout(location = 2) out vec3 o3;
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layout(location = 3) out vec4 o4;
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#if 0
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// Doesn't work on glslang yet.
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f16mat2 test_mat2(f16vec2 a, f16vec2 b, f16vec2 c, f16vec2 d)
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{
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return f16mat2(a, b) * f16mat2(c, d);
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}
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f16mat3 test_mat3(f16vec3 a, f16vec3 b, f16vec3 c, f16vec3 d, f16vec3 e, f16vec3 f)
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{
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return f16mat3(a, b, c) * f16mat3(d, e, f);
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}
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#endif
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void test_constants()
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{
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float16_t a = 1.0hf;
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float16_t b = 1.5hf;
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float16_t c = -1.5hf; // Negatives
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float16_t d = (0.0hf / 0.0hf); // NaN
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float16_t e = (1.0hf / 0.0hf); // +Inf
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float16_t f = (-1.0hf / 0.0hf); // -Inf
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float16_t g = 1014.0hf; // Large.
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float16_t h = 0.000001hf; // Denormal
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}
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float16_t test_result()
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{
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return 1.0hf;
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}
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void test_conversions()
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{
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float16_t one = test_result();
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int a = int(one);
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uint b = uint(one);
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bool c = bool(one);
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float d = float(one);
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double e = double(one);
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float16_t a2 = float16_t(a);
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float16_t b2 = float16_t(b);
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float16_t c2 = float16_t(c);
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float16_t d2 = float16_t(d);
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float16_t e2 = float16_t(e);
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}
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void test_builtins()
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{
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f16vec4 res;
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res = radians(v4);
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res = degrees(v4);
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res = sin(v4);
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res = cos(v4);
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res = tan(v4);
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res = asin(v4);
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res = atan(v4, v3.xyzz);
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res = atan(v4);
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res = sinh(v4);
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res = cosh(v4);
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res = tanh(v4);
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//res = asinh(v4);
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//res = acosh(v4);
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//res = atanh(v4);
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res = pow(v4, v4);
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res = exp(v4);
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res = log(v4);
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res = exp2(v4);
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res = log2(v4);
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res = sqrt(v4);
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res = inversesqrt(v4);
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res = abs(v4);
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res = sign(v4);
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res = floor(v4);
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res = trunc(v4);
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res = round(v4);
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//res = roundEven(v4);
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res = ceil(v4);
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res = fract(v4);
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res = mod(v4, v4);
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f16vec4 tmp;
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res = modf(v4, tmp);
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res = min(v4, v4);
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res = max(v4, v4);
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res = clamp(v4, v4, v4);
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res = mix(v4, v4, v4);
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res = mix(v4, v4, lessThan(v4, v4));
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res = step(v4, v4);
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res = smoothstep(v4, v4, v4);
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bvec4 btmp = isnan(v4);
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btmp = isinf(v4);
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res = fma(v4, v4, v4);
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//ivec4 itmp;
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//res = frexp(v4, itmp);
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//res = ldexp(res, itmp);
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uint pack0 = packFloat2x16(v4.xy);
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uint pack1 = packFloat2x16(v4.zw);
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res = f16vec4(unpackFloat2x16(pack0), unpackFloat2x16(pack1));
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float16_t t0 = length(v4);
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t0 = distance(v4, v4);
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t0 = dot(v4, v4);
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f16vec3 res3 = cross(v3, v3);
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res = normalize(v4);
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res = faceforward(v4, v4, v4);
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res = reflect(v4, v4);
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res = refract(v4, v4, v1);
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btmp = lessThan(v4, v4);
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btmp = lessThanEqual(v4, v4);
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btmp = greaterThan(v4, v4);
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btmp = greaterThanEqual(v4, v4);
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btmp = equal(v4, v4);
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btmp = notEqual(v4, v4);
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res = dFdx(v4);
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res = dFdy(v4);
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res = dFdxFine(v4);
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res = dFdyFine(v4);
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res = dFdxCoarse(v4);
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res = dFdyCoarse(v4);
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res = fwidth(v4);
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res = fwidthFine(v4);
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res = fwidthCoarse(v4);
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//res = interpolateAtCentroid(v4);
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//res = interpolateAtSample(v4, 0);
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//res = interpolateAtOffset(v4, f16vec2(0.1hf));
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}
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void main()
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{
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// Basic matrix tests.
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#if 0
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f16mat2 m0 = test_mat2(v2, v2, v3.xy, v3.xy);
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f16mat3 m1 = test_mat3(v3, v3, v3, v4.xyz, v4.xyz, v4.yzw);
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#endif
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test_constants();
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test_conversions();
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test_builtins();
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}
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