File: spv.longVectorBuiltinsfp16.comp

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#version 450 core
#extension GL_KHR_memory_scope_semantics : enable
#extension GL_EXT_long_vector : enable
#extension GL_EXT_shader_explicit_arithmetic_types : enable
#extension GL_EXT_buffer_reference : enable
#extension GL_EXT_expect_assume : enable

layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

void main()
{
    vector<float16_t, 5> vf;
    float16_t f;
    vector<int16_t, 5> vi;
    vector<bool, 5> vb;
    bool b;

    // 8.1
    vf = radians(vf);
    vf = degrees(vf);
    vf = sin(vf);
    vf = cos(vf);
    vf = tan(vf);
    vf = asin(vf);
    vf = acos(vf);
    vf = atan(vf);
    vf = atan(vf, vf);
    vf = sinh(vf);
    vf = cosh(vf);
    vf = tanh(vf);
    vf = asinh(vf);
    vf = acosh(vf);
    vf = atanh(vf);

    // 8.2
    vf = pow(vf, vf);
    vf = exp(vf);
    vf = log(vf);
    vf = exp2(vf);
    vf = log2(vf);
    vf = sqrt(vf);
    vf = inversesqrt(vf);

    // 8.3
    vf = abs(vf);
    vf = sign(vf);
    vf = floor(vf);
    vf = trunc(vf);
    vf = round(vf);
    vf = roundEven(vf);
    vf = ceil(vf);
    vf = fract(vf);
    vf = mod(vf, f);
    vf = mod(vf, vf);
    vf = modf(vf, vf);
    vf = min(vf, f);
    vf = min(vf, vf);
    vf = max(vf, f);
    vf = max(vf, vf);
    vf = clamp(vf, f, f);
    vf = clamp(vf, vf, vf);
    vf = mix(vf, vf, f);
    vf = mix(vf, vf, vf);
    vf = mix(vf, vf, vb);
    vf = step(vf, vf);
    vf = step(f, vf);
    vf = smoothstep(vf, vf, vf);
    vf = smoothstep(f, f, vf);
    vb = isnan(vf);
    vb = isinf(vf);
    vf = fma(vf, vf, vf);
    vf = frexp(vf, vi);
    vf = ldexp(vf, vi);

    // 8.5
    f = length(vf);
    f = distance(vf, vf);
    f = dot(vf, vf);
    vf = normalize(vf);
    vf = faceforward(vf, vf, vf);
    vf = reflect(vf, vf);
    vf = refract(vf, vf, f);

    // 8.7
    vb = lessThan(vf, vf);
    vb = lessThanEqual(vf, vf);
    vb = greaterThan(vf, vf);
    vb = greaterThanEqual(vf, vf);
    vb = equal(vf, vf);
    vb = notEqual(vf, vf);
    b = any(vb);
    b = all(vb);
    vb = not(vb);

    // 8.8

    // GL_EXT_shader_integer_mix

    // GL_EXT_expect_assume
}