improving mul test
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@@ -5,25 +5,26 @@ const case = root.case;
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test "Mul vec4" {
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const allocator = std.testing.allocator;
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const types = [_]type{ f32, i32 };
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const types = [_]type{
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f32,
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//f64,
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i32,
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u32,
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};
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inline for (types) |T| {
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const prng: std.Random.DefaultPrng = .init(@intCast(std.time.microTimestamp()));
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const base_color: [4]T = undefined;
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std.Random.shuffle(prng, T, base_color);
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const ratio: [4]T = undefined;
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std.Random.shuffle(prng, T, ratio);
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const expected = [4]T{
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base_color[0] * ratio[0],
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base_color[1] * ratio[1],
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base_color[2] * ratio[2],
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base_color[3] * ratio[3],
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const base_color = case.random(@Vector(4, T));
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const ratio = case.random(@Vector(4, T));
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const expected = switch (@typeInfo(T)) {
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.float => base_color * ratio,
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.int => @mulWithOverflow(base_color, ratio)[0],
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else => unreachable,
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};
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const shader = try std.fmt.allocPrint(
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allocator,
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\\ [nzsl_version("1.1")]
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\\ [feature(float64)]
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\\ module;
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\\
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\\ struct FragOut
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@@ -41,21 +42,23 @@ test "Mul vec4" {
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\\ return output;
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\\ }}
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,
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@typeName(T),
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@typeName(T),
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ratio[0],
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ratio[1],
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ratio[2],
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ratio[3],
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@typeName(T),
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base_color[0],
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base_color[1],
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base_color[2],
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base_color[3],
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.{
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@typeName(T),
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@typeName(T),
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ratio[0],
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ratio[1],
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ratio[2],
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ratio[3],
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@typeName(T),
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base_color[0],
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base_color[1],
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base_color[2],
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base_color[3],
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},
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);
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defer allocator.free(shader);
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const code = try compileNzsl(allocator, shader);
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defer allocator.free(code);
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try case.expectOutput(f32, code, "color", &expected);
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try case.expectOutput(T, 4, code, "color", &@as([4]T, expected));
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}
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}
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