| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| struct mat2x4_f16 { |
| f16vec4 col0; |
| f16vec4 col1; |
| }; |
| |
| layout(binding = 0, std140) uniform a_block_std140_ubo { |
| mat2x4_f16 inner[4]; |
| } a; |
| |
| int counter = 0; |
| int i() { |
| counter = (counter + 1); |
| return counter; |
| } |
| |
| f16mat2x4 conv_mat2x4_f16(mat2x4_f16 val) { |
| return f16mat2x4(val.col0, val.col1); |
| } |
| |
| f16mat2x4[4] conv_arr4_mat2x4_f16(mat2x4_f16 val[4]) { |
| f16mat2x4 arr[4] = f16mat2x4[4](f16mat2x4(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf), f16mat2x4(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf), f16mat2x4(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf), f16mat2x4(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf)); |
| { |
| for(uint i = 0u; (i < 4u); i = (i + 1u)) { |
| arr[i] = conv_mat2x4_f16(val[i]); |
| } |
| } |
| return arr; |
| } |
| |
| f16vec4 load_a_inner_p0_p1(uint p0, uint p1) { |
| switch(p1) { |
| case 0u: { |
| return a.inner[p0].col0; |
| break; |
| } |
| case 1u: { |
| return a.inner[p0].col1; |
| break; |
| } |
| default: { |
| return f16vec4(0.0hf); |
| break; |
| } |
| } |
| } |
| |
| void f() { |
| f16mat2x4 p_a[4] = conv_arr4_mat2x4_f16(a.inner); |
| int tint_symbol = i(); |
| f16mat2x4 p_a_i = conv_mat2x4_f16(a.inner[tint_symbol]); |
| int tint_symbol_1 = i(); |
| f16vec4 p_a_i_i = load_a_inner_p0_p1(uint(tint_symbol), uint(tint_symbol_1)); |
| f16mat2x4 l_a[4] = conv_arr4_mat2x4_f16(a.inner); |
| f16mat2x4 l_a_i = conv_mat2x4_f16(a.inner[tint_symbol]); |
| f16vec4 l_a_i_i = load_a_inner_p0_p1(uint(tint_symbol), uint(tint_symbol_1)); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| f(); |
| return; |
| } |