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Update snapshot test output files
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Hans Christian Schmitz committed Aug 23, 2021
1 parent cbef4b7 commit 1a4021c
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Showing 19 changed files with 24 additions and 24 deletions.
2 changes: 1 addition & 1 deletion tests/out/glsl/boids.main.Compute.glsl
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Expand Up @@ -126,7 +126,7 @@ void main() {
vVel = (((_e107 + (_e108 * _e110)) + (_e113 * _e115)) + (_e118 * _e120));
vec2 _e123 = vVel;
vec2 _e125 = vVel;
vVel = (normalize(_e123) * clamp(length(_e125), 0.0, 0.1));
vVel = (normalize(_e123) * clamp(length(_e125), 0.0, 0.10000000149011612));
vec2 _e131 = vPos;
vec2 _e132 = vVel;
float _e134 = _group_0_binding_0.deltaT;
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2 changes: 1 addition & 1 deletion tests/out/glsl/operators.main.Compute.glsl
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Expand Up @@ -11,7 +11,7 @@ vec4 builtins() {
vec4 s2_ = (true ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 0.0));
vec4 s3_ = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), bvec4(false, false, false, false));
vec4 m1_ = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(0.5, 0.5, 0.5, 0.5));
vec4 m2_ = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), 0.1);
vec4 m2_ = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), 0.10000000149011612);
float b1_ = intBitsToFloat(ivec4(1, 1, 1, 1).x);
vec4 b2_ = intBitsToFloat(ivec4(1, 1, 1, 1));
return (((((vec4(ivec4(s1_)) + s2_) + m1_) + m2_) + vec4(b1_)) + b2_);
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2 changes: 1 addition & 1 deletion tests/out/glsl/quad.main.Vertex.glsl
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Expand Up @@ -15,7 +15,7 @@ smooth out vec2 _vs2fs_location0;
void main() {
vec2 pos = _p2vs_location0;
vec2 uv = _p2vs_location1;
VertexOutput _tmp_return = VertexOutput(uv, vec4((1.2 * pos), 0.0, 1.0));
VertexOutput _tmp_return = VertexOutput(uv, vec4((1.2000000476837158 * pos), 0.0, 1.0));
_vs2fs_location0 = _tmp_return.uv;
gl_Position = _tmp_return.position;
return;
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2 changes: 1 addition & 1 deletion tests/out/glsl/shadow.fs_main.Fragment.glsl
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Expand Up @@ -36,7 +36,7 @@ float fetch_shadow(uint light_id, vec4 homogeneous_coords) {
void main() {
vec3 raw_normal = _vs2fs_location0;
vec4 position = _vs2fs_location1;
vec3 color = vec3(0.05, 0.05, 0.05);
vec3 color = vec3(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
uint i = 0u;
vec3 normal = normalize(raw_normal);
bool loop_init = true;
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2 changes: 1 addition & 1 deletion tests/out/hlsl/boids.hlsl
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Expand Up @@ -118,7 +118,7 @@ void main(uint3 global_invocation_id : SV_DispatchThreadID)
vVel = (((_expr107 + (_expr108 * _expr110)) + (_expr113 * _expr115)) + (_expr118 * _expr120));
float2 _expr123 = vVel;
float2 _expr125 = vVel;
vVel = (normalize(_expr123) * clamp(length(_expr125), 0.0, 0.1));
vVel = (normalize(_expr123) * clamp(length(_expr125), 0.0, 0.10000000149011612));
float2 _expr131 = vPos;
float2 _expr132 = vVel;
float _expr134 = params.deltaT;
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4 changes: 2 additions & 2 deletions tests/out/hlsl/image.hlsl
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Expand Up @@ -200,8 +200,8 @@ float4 sample1() : SV_Target0
float2 tc = float2(0.5.xx);
float4 s2d = image_2d.Sample(sampler_reg, tc);
float4 s2d_offset = image_2d.Sample(sampler_reg, tc, int2(3, 1));
float4 s2d_level = image_2d.SampleLevel(sampler_reg, tc, 2.3);
float4 s2d_level_offset = image_2d.SampleLevel(sampler_reg, tc, 2.3, int2(3, 1));
float4 s2d_level = image_2d.SampleLevel(sampler_reg, tc, 2.299999952316284);
float4 s2d_level_offset = image_2d.SampleLevel(sampler_reg, tc, 2.299999952316284, int2(3, 1));
return (((s2d + s2d_offset) + s2d_level) + s2d_level_offset);
}

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2 changes: 1 addition & 1 deletion tests/out/hlsl/operators.hlsl
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Expand Up @@ -9,7 +9,7 @@ float4 builtins()
float4 s2_ = (true ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 0.0));
float4 s3_ = (bool4(false, false, false, false) ? float4(0.0, 0.0, 0.0, 0.0) : float4(1.0, 1.0, 1.0, 1.0));
float4 m1_ = lerp(float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, 1.0), float4(0.5, 0.5, 0.5, 0.5));
float4 m2_ = lerp(float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, 1.0), 0.1);
float4 m2_ = lerp(float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, 1.0), 0.10000000149011612);
float b1_ = float(int4(1, 1, 1, 1).x);
float4 b2_ = float4(int4(1, 1, 1, 1));
return (((((float4(int4(s1_.xxxx)) + s2_) + m1_) + m2_) + float4(b1_.xxxx)) + b2_);
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2 changes: 1 addition & 1 deletion tests/out/hlsl/quad.hlsl
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@@ -1,4 +1,4 @@
static const float c_scale = 1.2;
static const float c_scale = 1.2000000476837158;

struct VertexOutput {
linear float2 uv : LOC0;
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4 changes: 2 additions & 2 deletions tests/out/hlsl/shadow.hlsl
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@@ -1,4 +1,4 @@
static const float3 c_ambient = float3(0.05, 0.05, 0.05);
static const float3 c_ambient = float3(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
static const uint c_max_lights = 10;

struct Globals {
Expand Down Expand Up @@ -36,7 +36,7 @@ float4 fs_main(FragmentInput_fs_main fragmentinput_fs_main) : SV_Target0
{
float3 raw_normal = fragmentinput_fs_main.raw_normal1;
float4 position = fragmentinput_fs_main.position1;
float3 color = float3(0.05, 0.05, 0.05);
float3 color = float3(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
uint i = 0u;

float3 normal = normalize(raw_normal);
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2 changes: 1 addition & 1 deletion tests/out/msl/boids.msl
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Expand Up @@ -130,7 +130,7 @@ kernel void main1(
vVel = ((_e107 + (_e108 * _e110)) + (_e113 * _e115)) + (_e118 * _e120);
metal::float2 _e123 = vVel;
metal::float2 _e125 = vVel;
vVel = metal::normalize(_e123) * metal::clamp(metal::length(_e125), 0.0, 0.1);
vVel = metal::normalize(_e123) * metal::clamp(metal::length(_e125), 0.0, 0.10000000149011612);
metal::float2 _e131 = vPos;
metal::float2 _e132 = vVel;
float _e134 = params.deltaT;
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4 changes: 2 additions & 2 deletions tests/out/msl/image.msl
Original file line number Diff line number Diff line change
Expand Up @@ -73,8 +73,8 @@ fragment sampleOutput sample(
metal::float2 tc = metal::float2(0.5);
metal::float4 s2d = image_2d.sample(sampler_reg, tc);
metal::float4 s2d_offset = image_2d.sample(sampler_reg, tc, const_type7_);
metal::float4 s2d_level = image_2d.sample(sampler_reg, tc, metal::level(2.3));
metal::float4 s2d_level_offset = image_2d.sample(sampler_reg, tc, metal::level(2.3), const_type7_);
metal::float4 s2d_level = image_2d.sample(sampler_reg, tc, metal::level(2.299999952316284));
metal::float4 s2d_level_offset = image_2d.sample(sampler_reg, tc, metal::level(2.299999952316284), const_type7_);
return sampleOutput { ((s2d + s2d_offset) + s2d_level) + s2d_level_offset };
}

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2 changes: 1 addition & 1 deletion tests/out/msl/operators.msl
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Expand Up @@ -13,7 +13,7 @@ metal::float4 builtins(
metal::float4 s2_ = true ? v_f32_one : v_f32_zero;
metal::float4 s3_ = metal::select(v_f32_one, v_f32_zero, metal::bool4(false, false, false, false));
metal::float4 m1_ = metal::mix(v_f32_zero, v_f32_one, v_f32_half);
metal::float4 m2_ = metal::mix(v_f32_zero, v_f32_one, 0.1);
metal::float4 m2_ = metal::mix(v_f32_zero, v_f32_one, 0.10000000149011612);
float b1_ = as_type<float>(v_i32_one.x);
metal::float4 b2_ = as_type<float4>(v_i32_one);
return ((((static_cast<float4>(metal::int4(s1_)) + s2_) + m1_) + m2_) + metal::float4(b1_)) + b2_;
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2 changes: 1 addition & 1 deletion tests/out/msl/quad.msl
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Expand Up @@ -2,7 +2,7 @@
#include <metal_stdlib>
#include <simd/simd.h>

constexpr constant float c_scale = 1.2;
constexpr constant float c_scale = 1.2000000476837158;
struct VertexOutput {
metal::float2 uv;
metal::float4 position;
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2 changes: 1 addition & 1 deletion tests/out/msl/shadow.msl
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Expand Up @@ -19,7 +19,7 @@ typedef Light type3[1];
struct Lights {
type3 data;
};
constant metal::float3 c_ambient = {0.05, 0.05, 0.05};
constant metal::float3 c_ambient = {0.05000000074505806, 0.05000000074505806, 0.05000000074505806};

float fetch_shadow(
metal::uint light_id,
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2 changes: 1 addition & 1 deletion tests/out/wgsl/boids.wgsl
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Expand Up @@ -124,7 +124,7 @@ fn main([[builtin(global_invocation_id)]] global_invocation_id: vec3<u32>) {
vVel = (((_e107 + (_e108 * _e110)) + (_e113 * _e115)) + (_e118 * _e120));
let _e123: vec2<f32> = vVel;
let _e125: vec2<f32> = vVel;
vVel = (normalize(_e123) * clamp(length(_e125), 0.0, 0.1));
vVel = (normalize(_e123) * clamp(length(_e125), 0.0, 0.10000000149011612));
let _e131: vec2<f32> = vPos;
let _e132: vec2<f32> = vVel;
let _e134: f32 = params.deltaT;
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4 changes: 2 additions & 2 deletions tests/out/wgsl/image.wgsl
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Expand Up @@ -74,8 +74,8 @@ fn sample() -> [[location(0)]] vec4<f32> {
let tc: vec2<f32> = vec2<f32>(0.5);
let s2d: vec4<f32> = textureSample(image_2d, sampler_reg, tc);
let s2d_offset: vec4<f32> = textureSample(image_2d, sampler_reg, tc, vec2<i32>(3, 1));
let s2d_level: vec4<f32> = textureSampleLevel(image_2d, sampler_reg, tc, 2.3);
let s2d_level_offset: vec4<f32> = textureSampleLevel(image_2d, sampler_reg, tc, 2.3, vec2<i32>(3, 1));
let s2d_level: vec4<f32> = textureSampleLevel(image_2d, sampler_reg, tc, 2.299999952316284);
let s2d_level_offset: vec4<f32> = textureSampleLevel(image_2d, sampler_reg, tc, 2.299999952316284, vec2<i32>(3, 1));
return (((s2d + s2d_offset) + s2d_level) + s2d_level_offset);
}

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2 changes: 1 addition & 1 deletion tests/out/wgsl/operators.wgsl
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Expand Up @@ -7,7 +7,7 @@ fn builtins() -> vec4<f32> {
let s2_: vec4<f32> = select(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(1.0, 1.0, 1.0, 1.0), true);
let s3_: vec4<f32> = select(vec4<f32>(1.0, 1.0, 1.0, 1.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<bool>(false, false, false, false));
let m1_: vec4<f32> = mix(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(1.0, 1.0, 1.0, 1.0), vec4<f32>(0.5, 0.5, 0.5, 0.5));
let m2_: vec4<f32> = mix(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(1.0, 1.0, 1.0, 1.0), 0.1);
let m2_: vec4<f32> = mix(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(1.0, 1.0, 1.0, 1.0), 0.10000000149011612);
let b1_: f32 = bitcast<f32>(vec4<i32>(1, 1, 1, 1).x);
let b2_: vec4<f32> = vec4<f32>(vec4<i32>(1, 1, 1, 1));
return (((((vec4<f32>(vec4<i32>(s1_)) + s2_) + m1_) + m2_) + vec4<f32>(b1_)) + b2_);
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2 changes: 1 addition & 1 deletion tests/out/wgsl/quad.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
};

let c_scale: f32 = 1.2;
let c_scale: f32 = 1.2000000476837158;

[[group(0), binding(0)]]
var u_texture: texture_2d<f32>;
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4 changes: 2 additions & 2 deletions tests/out/wgsl/shadow.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ struct Lights {
data: [[stride(96)]] array<Light>;
};

let c_ambient: vec3<f32> = vec3<f32>(0.05, 0.05, 0.05);
let c_ambient: vec3<f32> = vec3<f32>(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
let c_max_lights: u32 = 10u;

[[group(0), binding(0)]]
Expand All @@ -38,7 +38,7 @@ fn fetch_shadow(light_id: u32, homogeneous_coords: vec4<f32>) -> f32 {

[[stage(fragment)]]
fn fs_main([[location(0)]] raw_normal: vec3<f32>, [[location(1)]] position: vec4<f32>) -> [[location(0)]] vec4<f32> {
var color: vec3<f32> = vec3<f32>(0.05, 0.05, 0.05);
var color: vec3<f32> = vec3<f32>(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
var i: u32 = 0u;

let normal: vec3<f32> = normalize(raw_normal);
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