adding more mathematical operations and unit tests with them
This commit is contained in:
@@ -3,7 +3,7 @@ const root = @import("root.zig");
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const compileNzsl = root.compileNzsl;
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const case = root.case;
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test "FMul vec4[f32]" {
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test "Simple fragment shader" {
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const allocator = std.testing.allocator;
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const shader =
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\\ [nzsl_version("1.1")]
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203
test/maths.zig
203
test/maths.zig
@@ -3,62 +3,157 @@ const root = @import("root.zig");
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const compileNzsl = root.compileNzsl;
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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{
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f32,
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//f64,
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i32,
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u32,
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const Operations = enum {
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Add,
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Sub,
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Mul,
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Div,
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Mod,
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};
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fn Vec(comptime len: usize, comptime T: type) type {
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return struct {
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const Self = @This();
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val: @Vector(len, T),
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pub fn format(self: *const Self, w: *std.Io.Writer) std.Io.Writer.Error!void {
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inline for (0..len) |i| {
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try w.print("{d}", .{self.val[i]});
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if (i < len - 1) try w.writeAll(", ");
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}
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}
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};
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}
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inline for (types) |T| {
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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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// Tests all mathematical operation on all NZSL supported primitive types
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test "Maths primitives" {
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const allocator = std.testing.allocator;
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const types = [_]type{ f32, f64, i32, u32 };
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var operations = std.EnumMap(Operations, u8).init(.{
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.Add = '+',
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.Sub = '-',
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.Mul = '*',
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.Div = '/',
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.Mod = '%',
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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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\\ {{
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\\ [location(0)] color: vec4[{s}]
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\\ }}
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\\
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\\ [entry(frag)]
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\\ fn main() -> FragOut
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\\ {{
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\\ let ratio = vec4[{s}]({d}, {d}, {d}, {d});
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\\
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\\ let output: FragOut;
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\\ output.color = vec4[{s}]({d}, {d}, {d}, {d}) * ratio;
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\\ return output;
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\\ }}
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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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);
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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(T, 4, code, "color", &@as([4]T, expected));
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var it = operations.iterator();
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while (it.next()) |op| {
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inline for (types) |T| {
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const base: T = case.random(T);
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const ratio: T = case.random(T);
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const expected = switch (op.key) {
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.Add => if (@typeInfo(T) == .int) @addWithOverflow(base, ratio)[0] else base + ratio,
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.Sub => if (@typeInfo(T) == .int) @subWithOverflow(base, ratio)[0] else base - ratio,
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.Mul => if (@typeInfo(T) == .int) @mulWithOverflow(base, ratio)[0] else base * ratio,
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.Div => if (@typeInfo(T) == .int) @divTrunc(base, ratio) else base / ratio,
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.Mod => @mod(base, ratio),
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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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\\ {{
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\\ [location(0)] color: vec4[{s}]
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\\ }}
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\\
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\\ [entry(frag)]
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\\ fn main() -> FragOut
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\\ {{
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\\ let ratio: {s} = {d};
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\\ let base: {s} = {d};
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\\ let color = base {c} ratio;
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\\
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\\ let output: FragOut;
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\\ output.color = vec4[{s}](color, color, color, color);
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\\ return output;
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\\ }}
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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,
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@typeName(T),
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base,
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op.value.*,
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@typeName(T),
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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(T, 4, code, "color", &.{ expected, expected, expected, expected });
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}
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}
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}
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// Tests all mathematical operation on vec2/3/4 with all NZSL supported primitive types
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test "Maths vectors" {
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const allocator = std.testing.allocator;
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const types = [_]type{ f32, f64, i32, u32 };
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var operations = std.EnumMap(Operations, u8).init(.{
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.Add = '+',
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.Sub = '-',
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.Mul = '*',
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.Div = '/',
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.Mod = '%',
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});
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var it = operations.iterator();
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while (it.next()) |op| {
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inline for (2..5) |L| {
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inline for (types) |T| {
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const base_color: Vec(L, T) = .{ .val = case.random(@Vector(L, T)) };
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const ratio: Vec(L, T) = .{ .val = case.random(@Vector(L, T)) };
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const expected = switch (op.key) {
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.Add => if (@typeInfo(T) == .int) @addWithOverflow(base_color.val, ratio.val)[0] else base_color.val + ratio.val,
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.Sub => if (@typeInfo(T) == .int) @subWithOverflow(base_color.val, ratio.val)[0] else base_color.val - ratio.val,
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.Mul => if (@typeInfo(T) == .int) @mulWithOverflow(base_color.val, ratio.val)[0] else base_color.val * ratio.val,
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.Div => if (@typeInfo(T) == .int) @divTrunc(base_color.val, ratio.val) else base_color.val / ratio.val,
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.Mod => @mod(base_color.val, ratio.val),
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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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\\ {{
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\\ [location(0)] color: vec{d}[{s}]
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\\ }}
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\\
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\\ [entry(frag)]
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\\ fn main() -> FragOut
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\\ {{
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\\ let ratio = vec{d}[{s}]({f});
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\\
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\\ let output: FragOut;
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\\ output.color = vec{d}[{s}]({f}) {c} ratio;
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\\ return output;
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\\ }}
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,
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.{
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L,
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@typeName(T),
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L,
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@typeName(T),
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ratio,
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L,
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@typeName(T),
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base_color,
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op.value.*,
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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(T, L, code, "color", &@as([L]T, expected));
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}
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}
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}
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}
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