From 1006b06c7d4a0c1f5e5828b387c44bc25cde08df Mon Sep 17 00:00:00 2001 From: Antonio Maiorano Date: Wed, 23 Mar 2022 15:17:03 +0000 Subject: [PATCH] Add e2e test for crbug.com/tint/1118 Bug: tint:1118 Change-Id: I1a833ea377fe2f11f58186cdb2e160907c1f05e6 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/84400 Reviewed-by: James Price Kokoro: Kokoro Commit-Queue: Antonio Maiorano --- test/tint/bug/tint/1118.wgsl | 117 ++++++++ test/tint/bug/tint/1118.wgsl.expected.glsl | 126 ++++++++ test/tint/bug/tint/1118.wgsl.expected.hlsl | 110 +++++++ test/tint/bug/tint/1118.wgsl.expected.msl | 138 +++++++++ test/tint/bug/tint/1118.wgsl.expected.spvasm | 295 +++++++++++++++++++ test/tint/bug/tint/1118.wgsl.expected.wgsl | 117 ++++++++ 6 files changed, 903 insertions(+) create mode 100644 test/tint/bug/tint/1118.wgsl create mode 100644 test/tint/bug/tint/1118.wgsl.expected.glsl create mode 100644 test/tint/bug/tint/1118.wgsl.expected.hlsl create mode 100644 test/tint/bug/tint/1118.wgsl.expected.msl create mode 100644 test/tint/bug/tint/1118.wgsl.expected.spvasm create mode 100644 test/tint/bug/tint/1118.wgsl.expected.wgsl diff --git a/test/tint/bug/tint/1118.wgsl b/test/tint/bug/tint/1118.wgsl new file mode 100644 index 0000000000..e4253245d7 --- /dev/null +++ b/test/tint/bug/tint/1118.wgsl @@ -0,0 +1,117 @@ +struct Scene { + vEyePosition : vec4; +}; + +struct Material { + vDiffuseColor : vec4; + vAmbientColor : vec3; + dummy: f32; + vEmissiveColor : vec3; + dummy2: f32; +}; + +struct Mesh { + visibility : f32; +}; + +var fClipDistance3 : f32; + +var fClipDistance4 : f32; + +@group(0) @binding(0) var x_29 : Scene; + +@group(0) @binding(1) var x_49 : Material; + +@group(0) @binding(2) var x_137 : Mesh; + +var glFragColor : vec4; + +fn main_1() { + var viewDirectionW : vec3; + var baseColor : vec4; + var diffuseColor : vec3; + var alpha : f32; + var normalW : vec3; + var uvOffset : vec2; + var baseAmbientColor : vec3; + var glossiness : f32; + var diffuseBase : vec3; + var shadow : f32; + var refractionColor : vec4; + var reflectionColor : vec4; + var emissiveColor : vec3; + var finalDiffuse : vec3; + var finalSpecular : vec3; + var color : vec4; + let x_9 : f32 = fClipDistance3; + if ((x_9 > 0.0)) { + discard; + } + let x_17 : f32 = fClipDistance4; + if ((x_17 > 0.0)) { + discard; + } + let x_34 : vec4 = x_29.vEyePosition; + let x_38 : vec3 = vec3(0., 0., 0.); + viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38)); + baseColor = vec4(1.0, 1.0, 1.0, 1.0); + let x_52 : vec4 = x_49.vDiffuseColor; + diffuseColor = vec3(x_52.x, x_52.y, x_52.z); + let x_60 : f32 = x_49.vDiffuseColor.w; + alpha = x_60; + let x_62 : vec3 = vec3(0., 0., 0.); + let x_64 : vec3 = vec3(0., 0., 0.); + normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64)))); + uvOffset = vec2(0.0, 0.0); + let x_74 : vec4 = vec4(0., 0., 0., 0.); + let x_76 : vec4 = baseColor; + let x_78 : vec3 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z)); + let x_79 : vec4 = baseColor; + baseColor = vec4(x_78.x, x_78.y, x_78.z, x_79.w); + baseAmbientColor = vec3(1.0, 1.0, 1.0); + glossiness = 0.0; + diffuseBase = vec3(0.0, 0.0, 0.0); + shadow = 1.0; + refractionColor = vec4(0.0, 0.0, 0.0, 1.0); + reflectionColor = vec4(0.0, 0.0, 0.0, 1.0); + let x_94 : vec3 = x_49.vEmissiveColor; + emissiveColor = x_94; + let x_96 : vec3 = diffuseBase; + let x_97 : vec3 = diffuseColor; + let x_99 : vec3 = emissiveColor; + let x_103 : vec3 = x_49.vAmbientColor; + let x_108 : vec4 = baseColor; + finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)) * vec3(x_108.x, x_108.y, x_108.z)); + finalSpecular = vec3(0.0, 0.0, 0.0); + let x_113 : vec3 = finalDiffuse; + let x_114 : vec3 = baseAmbientColor; + let x_116 : vec3 = finalSpecular; + let x_118 : vec4 = reflectionColor; + let x_121 : vec4 = refractionColor; + let x_123 : vec3 = ((((x_113 * x_114) + x_116) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z)); + let x_124 : f32 = alpha; + color = vec4(x_123.x, x_123.y, x_123.z, x_124); + let x_129 : vec4 = color; + let x_132 : vec3 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0, 0.0, 0.0)); + let x_133 : vec4 = color; + color = vec4(x_132.x, x_132.y, x_132.z, x_133.w); + let x_140 : f32 = x_137.visibility; + let x_142 : f32 = color.w; + color.w = (x_142 * x_140); + let x_147 : vec4 = color; + glFragColor = x_147; + return; +} + +struct main_out { + @location(0) + glFragColor_1 : vec4; +}; + +@stage(fragment) +fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out { + fClipDistance3 = fClipDistance3_param; + fClipDistance4 = fClipDistance4_param; + main_1(); + return main_out(glFragColor); +} diff --git a/test/tint/bug/tint/1118.wgsl.expected.glsl b/test/tint/bug/tint/1118.wgsl.expected.glsl new file mode 100644 index 0000000000..7f61d30110 --- /dev/null +++ b/test/tint/bug/tint/1118.wgsl.expected.glsl @@ -0,0 +1,126 @@ +#version 310 es +precision mediump float; + +layout(location = 2) in float fClipDistance3_param_1; +layout(location = 3) in float fClipDistance4_param_1; +layout(location = 0) out vec4 glFragColor_1_1; +struct Scene { + vec4 vEyePosition; +}; + +struct Material { + vec4 vDiffuseColor; + vec3 vAmbientColor; + float dummy; + vec3 vEmissiveColor; + float dummy2; +}; + +struct Mesh { + float visibility; +}; + +float fClipDistance3 = 0.0f; +float fClipDistance4 = 0.0f; +layout(binding = 0) uniform Scene_1 { + vec4 vEyePosition; +} x_29; + +layout(binding = 1) uniform Material_1 { + vec4 vDiffuseColor; + vec3 vAmbientColor; + float dummy; + vec3 vEmissiveColor; + float dummy2; +} x_49; + +layout(binding = 2) uniform Mesh_1 { + float visibility; +} x_137; + +vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); +void main_1() { + vec3 viewDirectionW = vec3(0.0f, 0.0f, 0.0f); + vec4 baseColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); + vec3 diffuseColor = vec3(0.0f, 0.0f, 0.0f); + float alpha = 0.0f; + vec3 normalW = vec3(0.0f, 0.0f, 0.0f); + vec2 uvOffset = vec2(0.0f, 0.0f); + vec3 baseAmbientColor = vec3(0.0f, 0.0f, 0.0f); + float glossiness = 0.0f; + vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f); + float shadow = 0.0f; + vec4 refractionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); + vec4 reflectionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); + vec3 emissiveColor = vec3(0.0f, 0.0f, 0.0f); + vec3 finalDiffuse = vec3(0.0f, 0.0f, 0.0f); + vec3 finalSpecular = vec3(0.0f, 0.0f, 0.0f); + vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f); + if ((fClipDistance3 > 0.0f)) { + discard; + } + if ((fClipDistance4 > 0.0f)) { + discard; + } + vec4 x_34 = x_29.vEyePosition; + vec3 x_38 = vec3(0.0f, 0.0f, 0.0f); + viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38)); + baseColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); + vec4 x_52 = x_49.vDiffuseColor; + diffuseColor = vec3(x_52.x, x_52.y, x_52.z); + float x_60 = x_49.vDiffuseColor.w; + alpha = x_60; + vec3 x_62 = vec3(0.0f, 0.0f, 0.0f); + vec3 x_64 = vec3(0.0f, 0.0f, 0.0f); + normalW = normalize(-(cross(dFdx(x_62), dFdy(x_64)))); + uvOffset = vec2(0.0f, 0.0f); + vec4 x_74 = vec4(0.0f, 0.0f, 0.0f, 0.0f); + vec4 x_76 = baseColor; + vec3 x_78 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z)); + baseColor = vec4(x_78.x, x_78.y, x_78.z, baseColor.w); + baseAmbientColor = vec3(1.0f, 1.0f, 1.0f); + glossiness = 0.0f; + diffuseBase = vec3(0.0f, 0.0f, 0.0f); + shadow = 1.0f; + refractionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + reflectionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + vec3 x_94 = x_49.vEmissiveColor; + emissiveColor = x_94; + vec3 x_96 = diffuseBase; + vec3 x_97 = diffuseColor; + vec3 x_99 = emissiveColor; + vec3 x_103 = x_49.vAmbientColor; + vec4 x_108 = baseColor; + finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 1.0f, 1.0f)) * vec3(x_108.x, x_108.y, x_108.z)); + finalSpecular = vec3(0.0f, 0.0f, 0.0f); + vec4 x_118 = reflectionColor; + vec4 x_121 = refractionColor; + vec3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z)); + color = vec4(x_123.x, x_123.y, x_123.z, alpha); + vec4 x_129 = color; + vec3 x_132 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0f, 0.0f, 0.0f)); + color = vec4(x_132.x, x_132.y, x_132.z, color.w); + float x_140 = x_137.visibility; + float x_142 = color.w; + color.w = (x_142 * x_140); + glFragColor = color; + return; +} + +struct main_out { + vec4 glFragColor_1; +}; + +main_out tint_symbol(float fClipDistance3_param, float fClipDistance4_param) { + fClipDistance3 = fClipDistance3_param; + fClipDistance4 = fClipDistance4_param; + main_1(); + main_out tint_symbol_1 = main_out(glFragColor); + return tint_symbol_1; +} + +void main() { + main_out inner_result = tint_symbol(fClipDistance3_param_1, fClipDistance4_param_1); + glFragColor_1_1 = inner_result.glFragColor_1; + return; +} diff --git a/test/tint/bug/tint/1118.wgsl.expected.hlsl b/test/tint/bug/tint/1118.wgsl.expected.hlsl new file mode 100644 index 0000000000..9d86c0eeb2 --- /dev/null +++ b/test/tint/bug/tint/1118.wgsl.expected.hlsl @@ -0,0 +1,110 @@ +SKIP: FAILED + +static float fClipDistance3 = 0.0f; +static float fClipDistance4 = 0.0f; +cbuffer cbuffer_x_29 : register(b0, space0) { + uint4 x_29[1]; +}; +cbuffer cbuffer_x_49 : register(b1, space0) { + uint4 x_49[3]; +}; +cbuffer cbuffer_x_137 : register(b2, space0) { + uint4 x_137[1]; +}; +static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f); + +void main_1() { + float3 viewDirectionW = float3(0.0f, 0.0f, 0.0f); + float4 baseColor = float4(0.0f, 0.0f, 0.0f, 0.0f); + float3 diffuseColor = float3(0.0f, 0.0f, 0.0f); + float alpha = 0.0f; + float3 normalW = float3(0.0f, 0.0f, 0.0f); + float2 uvOffset = float2(0.0f, 0.0f); + float3 baseAmbientColor = float3(0.0f, 0.0f, 0.0f); + float glossiness = 0.0f; + float3 diffuseBase = float3(0.0f, 0.0f, 0.0f); + float shadow = 0.0f; + float4 refractionColor = float4(0.0f, 0.0f, 0.0f, 0.0f); + float4 reflectionColor = float4(0.0f, 0.0f, 0.0f, 0.0f); + float3 emissiveColor = float3(0.0f, 0.0f, 0.0f); + float3 finalDiffuse = float3(0.0f, 0.0f, 0.0f); + float3 finalSpecular = float3(0.0f, 0.0f, 0.0f); + float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); + if ((fClipDistance3 > 0.0f)) { + discard; + } + if ((fClipDistance4 > 0.0f)) { + discard; + } + const float4 x_34 = asfloat(x_29[0]); + const float3 x_38 = float3(0.0f, 0.0f, 0.0f); + viewDirectionW = normalize((float3(x_34.x, x_34.y, x_34.z) - x_38)); + baseColor = float4(1.0f, 1.0f, 1.0f, 1.0f); + const float4 x_52 = asfloat(x_49[0]); + diffuseColor = float3(x_52.x, x_52.y, x_52.z); + const float x_60 = asfloat(x_49[0].w); + alpha = x_60; + const float3 x_62 = float3(0.0f, 0.0f, 0.0f); + const float3 x_64 = float3(0.0f, 0.0f, 0.0f); + normalW = normalize(-(cross(ddx(x_62), ddy(x_64)))); + uvOffset = float2(0.0f, 0.0f); + const float4 x_74 = float4(0.0f, 0.0f, 0.0f, 0.0f); + const float4 x_76 = baseColor; + const float3 x_78 = (float3(x_76.x, x_76.y, x_76.z) * float3(x_74.x, x_74.y, x_74.z)); + baseColor = float4(x_78.x, x_78.y, x_78.z, baseColor.w); + baseAmbientColor = float3(1.0f, 1.0f, 1.0f); + glossiness = 0.0f; + diffuseBase = float3(0.0f, 0.0f, 0.0f); + shadow = 1.0f; + refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); + reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); + const float3 x_94 = asfloat(x_49[2].xyz); + emissiveColor = x_94; + const float3 x_96 = diffuseBase; + const float3 x_97 = diffuseColor; + const float3 x_99 = emissiveColor; + const float3 x_103 = asfloat(x_49[1].xyz); + const float4 x_108 = baseColor; + finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)) * float3(x_108.x, x_108.y, x_108.z)); + finalSpecular = float3(0.0f, 0.0f, 0.0f); + const float4 x_118 = reflectionColor; + const float4 x_121 = refractionColor; + const float3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + float3(x_118.x, x_118.y, x_118.z)) + float3(x_121.x, x_121.y, x_121.z)); + color = float4(x_123.x, x_123.y, x_123.z, alpha); + const float4 x_129 = color; + const float3 x_132 = max(float3(x_129.x, x_129.y, x_129.z), float3(0.0f, 0.0f, 0.0f)); + color = float4(x_132.x, x_132.y, x_132.z, color.w); + const float x_140 = asfloat(x_137[0].x); + const float x_142 = color.w; + color.w = (x_142 * x_140); + glFragColor = color; + return; +} + +struct main_out { + float4 glFragColor_1; +}; +struct tint_symbol_1 { + float fClipDistance3_param : TEXCOORD2; + float fClipDistance4_param : TEXCOORD3; +}; +struct tint_symbol_2 { + float4 glFragColor_1 : SV_Target0; +}; + +main_out main_inner(float fClipDistance3_param, float fClipDistance4_param) { + fClipDistance3 = fClipDistance3_param; + fClipDistance4 = fClipDistance4_param; + main_1(); + const main_out tint_symbol_8 = {glFragColor}; + return tint_symbol_8; +} + +tint_symbol_2 main(tint_symbol_1 tint_symbol) { + const main_out inner_result = main_inner(tint_symbol.fClipDistance3_param, tint_symbol.fClipDistance4_param); + tint_symbol_2 wrapper_result = (tint_symbol_2)0; + wrapper_result.glFragColor_1 = inner_result.glFragColor_1; + return wrapper_result; +} +Internal error: unread predicate + diff --git a/test/tint/bug/tint/1118.wgsl.expected.msl b/test/tint/bug/tint/1118.wgsl.expected.msl new file mode 100644 index 0000000000..6f56a9ce3e --- /dev/null +++ b/test/tint/bug/tint/1118.wgsl.expected.msl @@ -0,0 +1,138 @@ +#include + +using namespace metal; + +template +inline vec operator*(matrix lhs, packed_vec rhs) { + return lhs * vec(rhs); +} + +template +inline vec operator*(packed_vec lhs, matrix rhs) { + return vec(lhs) * rhs; +} + +struct Scene { + /* 0x0000 */ float4 vEyePosition; +}; + +struct Material { + /* 0x0000 */ float4 vDiffuseColor; + /* 0x0010 */ packed_float3 vAmbientColor; + /* 0x001c */ float dummy; + /* 0x0020 */ packed_float3 vEmissiveColor; + /* 0x002c */ float dummy2; +}; + +struct Mesh { + /* 0x0000 */ float visibility; +}; + +void main_1(thread float* const tint_symbol_5, thread float* const tint_symbol_6, const constant Scene* const tint_symbol_7, const constant Material* const tint_symbol_8, const constant Mesh* const tint_symbol_9, thread float4* const tint_symbol_10) { + float3 viewDirectionW = 0.0f; + float4 baseColor = 0.0f; + float3 diffuseColor = 0.0f; + float alpha = 0.0f; + float3 normalW = 0.0f; + float2 uvOffset = 0.0f; + float3 baseAmbientColor = 0.0f; + float glossiness = 0.0f; + float3 diffuseBase = 0.0f; + float shadow = 0.0f; + float4 refractionColor = 0.0f; + float4 reflectionColor = 0.0f; + float3 emissiveColor = 0.0f; + float3 finalDiffuse = 0.0f; + float3 finalSpecular = 0.0f; + float4 color = 0.0f; + float const x_9 = *(tint_symbol_5); + if ((x_9 > 0.0f)) { + discard_fragment(); + } + float const x_17 = *(tint_symbol_6); + if ((x_17 > 0.0f)) { + discard_fragment(); + } + float4 const x_34 = (*(tint_symbol_7)).vEyePosition; + float3 const x_38 = float3(0.0f, 0.0f, 0.0f); + viewDirectionW = normalize((float3(x_34[0], x_34[1], x_34[2]) - x_38)); + baseColor = float4(1.0f, 1.0f, 1.0f, 1.0f); + float4 const x_52 = (*(tint_symbol_8)).vDiffuseColor; + diffuseColor = float3(x_52[0], x_52[1], x_52[2]); + float const x_60 = (*(tint_symbol_8)).vDiffuseColor[3]; + alpha = x_60; + float3 const x_62 = float3(0.0f, 0.0f, 0.0f); + float3 const x_64 = float3(0.0f, 0.0f, 0.0f); + normalW = normalize(-(cross(dfdx(x_62), dfdy(x_64)))); + uvOffset = float2(0.0f, 0.0f); + float4 const x_74 = float4(0.0f, 0.0f, 0.0f, 0.0f); + float4 const x_76 = baseColor; + float3 const x_78 = (float3(x_76[0], x_76[1], x_76[2]) * float3(x_74[0], x_74[1], x_74[2])); + float4 const x_79 = baseColor; + baseColor = float4(x_78[0], x_78[1], x_78[2], x_79[3]); + baseAmbientColor = float3(1.0f, 1.0f, 1.0f); + glossiness = 0.0f; + diffuseBase = float3(0.0f, 0.0f, 0.0f); + shadow = 1.0f; + refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); + reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); + float3 const x_94 = (*(tint_symbol_8)).vEmissiveColor; + emissiveColor = x_94; + float3 const x_96 = diffuseBase; + float3 const x_97 = diffuseColor; + float3 const x_99 = emissiveColor; + float3 const x_103 = (*(tint_symbol_8)).vAmbientColor; + float4 const x_108 = baseColor; + finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)) * float3(x_108[0], x_108[1], x_108[2])); + finalSpecular = float3(0.0f, 0.0f, 0.0f); + float3 const x_113 = finalDiffuse; + float3 const x_114 = baseAmbientColor; + float3 const x_116 = finalSpecular; + float4 const x_118 = reflectionColor; + float4 const x_121 = refractionColor; + float3 const x_123 = ((((x_113 * x_114) + x_116) + float3(x_118[0], x_118[1], x_118[2])) + float3(x_121[0], x_121[1], x_121[2])); + float const x_124 = alpha; + color = float4(x_123[0], x_123[1], x_123[2], x_124); + float4 const x_129 = color; + float3 const x_132 = fmax(float3(x_129[0], x_129[1], x_129[2]), float3(0.0f, 0.0f, 0.0f)); + float4 const x_133 = color; + color = float4(x_132[0], x_132[1], x_132[2], x_133[3]); + float const x_140 = (*(tint_symbol_9)).visibility; + float const x_142 = color[3]; + color[3] = (x_142 * x_140); + float4 const x_147 = color; + *(tint_symbol_10) = x_147; + return; +} + +struct main_out { + float4 glFragColor_1; +}; + +struct tint_symbol_2 { + float fClipDistance3_param [[user(locn2)]]; + float fClipDistance4_param [[user(locn3)]]; +}; + +struct tint_symbol_3 { + float4 glFragColor_1 [[color(0)]]; +}; + +main_out tint_symbol_inner(float fClipDistance3_param, float fClipDistance4_param, thread float* const tint_symbol_11, thread float* const tint_symbol_12, const constant Scene* const tint_symbol_13, const constant Material* const tint_symbol_14, const constant Mesh* const tint_symbol_15, thread float4* const tint_symbol_16) { + *(tint_symbol_11) = fClipDistance3_param; + *(tint_symbol_12) = fClipDistance4_param; + main_1(tint_symbol_11, tint_symbol_12, tint_symbol_13, tint_symbol_14, tint_symbol_15, tint_symbol_16); + main_out const tint_symbol_4 = {.glFragColor_1=*(tint_symbol_16)}; + return tint_symbol_4; +} + +fragment tint_symbol_3 tint_symbol(const constant Scene* tint_symbol_19 [[buffer(0)]], const constant Material* tint_symbol_20 [[buffer(1)]], const constant Mesh* tint_symbol_21 [[buffer(2)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { + thread float tint_symbol_17 = 0.0f; + thread float tint_symbol_18 = 0.0f; + thread float4 tint_symbol_22 = 0.0f; + main_out const inner_result = tint_symbol_inner(tint_symbol_1.fClipDistance3_param, tint_symbol_1.fClipDistance4_param, &(tint_symbol_17), &(tint_symbol_18), tint_symbol_19, tint_symbol_20, tint_symbol_21, &(tint_symbol_22)); + tint_symbol_3 wrapper_result = {}; + wrapper_result.glFragColor_1 = inner_result.glFragColor_1; + return wrapper_result; +} + diff --git a/test/tint/bug/tint/1118.wgsl.expected.spvasm b/test/tint/bug/tint/1118.wgsl.expected.spvasm new file mode 100644 index 0000000000..390f103dcc --- /dev/null +++ b/test/tint/bug/tint/1118.wgsl.expected.spvasm @@ -0,0 +1,295 @@ +; SPIR-V +; Version: 1.3 +; Generator: Google Tint Compiler; 0 +; Bound: 187 +; Schema: 0 + OpCapability Shader + %69 = OpExtInstImport "GLSL.std.450" + OpMemoryModel Logical GLSL450 + OpEntryPoint Fragment %main "main" %fClipDistance3_param_1 %fClipDistance4_param_1 %glFragColor_1_1 + OpExecutionMode %main OriginUpperLeft + OpName %fClipDistance3_param_1 "fClipDistance3_param_1" + OpName %fClipDistance4_param_1 "fClipDistance4_param_1" + OpName %glFragColor_1_1 "glFragColor_1_1" + OpName %fClipDistance3 "fClipDistance3" + OpName %fClipDistance4 "fClipDistance4" + OpName %Scene "Scene" + OpMemberName %Scene 0 "vEyePosition" + OpName %x_29 "x_29" + OpName %Material "Material" + OpMemberName %Material 0 "vDiffuseColor" + OpMemberName %Material 1 "vAmbientColor" + OpMemberName %Material 2 "dummy" + OpMemberName %Material 3 "vEmissiveColor" + OpMemberName %Material 4 "dummy2" + OpName %x_49 "x_49" + OpName %Mesh "Mesh" + OpMemberName %Mesh 0 "visibility" + OpName %x_137 "x_137" + OpName %glFragColor "glFragColor" + OpName %main_1 "main_1" + OpName %viewDirectionW "viewDirectionW" + OpName %baseColor "baseColor" + OpName %diffuseColor "diffuseColor" + OpName %alpha "alpha" + OpName %normalW "normalW" + OpName %uvOffset "uvOffset" + OpName %baseAmbientColor "baseAmbientColor" + OpName %glossiness "glossiness" + OpName %diffuseBase "diffuseBase" + OpName %shadow "shadow" + OpName %refractionColor "refractionColor" + OpName %reflectionColor "reflectionColor" + OpName %emissiveColor "emissiveColor" + OpName %finalDiffuse "finalDiffuse" + OpName %finalSpecular "finalSpecular" + OpName %color "color" + OpName %main_out "main_out" + OpMemberName %main_out 0 "glFragColor_1" + OpName %main_inner "main_inner" + OpName %fClipDistance3_param "fClipDistance3_param" + OpName %fClipDistance4_param "fClipDistance4_param" + OpName %main "main" + OpDecorate %fClipDistance3_param_1 Location 2 + OpDecorate %fClipDistance4_param_1 Location 3 + OpDecorate %glFragColor_1_1 Location 0 + OpDecorate %Scene Block + OpMemberDecorate %Scene 0 Offset 0 + OpDecorate %x_29 NonWritable + OpDecorate %x_29 DescriptorSet 0 + OpDecorate %x_29 Binding 0 + OpDecorate %Material Block + OpMemberDecorate %Material 0 Offset 0 + OpMemberDecorate %Material 1 Offset 16 + OpMemberDecorate %Material 2 Offset 28 + OpMemberDecorate %Material 3 Offset 32 + OpMemberDecorate %Material 4 Offset 44 + OpDecorate %x_49 NonWritable + OpDecorate %x_49 DescriptorSet 0 + OpDecorate %x_49 Binding 1 + OpDecorate %Mesh Block + OpMemberDecorate %Mesh 0 Offset 0 + OpDecorate %x_137 NonWritable + OpDecorate %x_137 DescriptorSet 0 + OpDecorate %x_137 Binding 2 + OpMemberDecorate %main_out 0 Offset 0 + %float = OpTypeFloat 32 +%_ptr_Input_float = OpTypePointer Input %float +%fClipDistance3_param_1 = OpVariable %_ptr_Input_float Input +%fClipDistance4_param_1 = OpVariable %_ptr_Input_float Input + %v4float = OpTypeVector %float 4 +%_ptr_Output_v4float = OpTypePointer Output %v4float + %8 = OpConstantNull %v4float +%glFragColor_1_1 = OpVariable %_ptr_Output_v4float Output %8 +%_ptr_Private_float = OpTypePointer Private %float + %11 = OpConstantNull %float +%fClipDistance3 = OpVariable %_ptr_Private_float Private %11 +%fClipDistance4 = OpVariable %_ptr_Private_float Private %11 + %Scene = OpTypeStruct %v4float +%_ptr_Uniform_Scene = OpTypePointer Uniform %Scene + %x_29 = OpVariable %_ptr_Uniform_Scene Uniform + %v3float = OpTypeVector %float 3 + %Material = OpTypeStruct %v4float %v3float %float %v3float %float +%_ptr_Uniform_Material = OpTypePointer Uniform %Material + %x_49 = OpVariable %_ptr_Uniform_Material Uniform + %Mesh = OpTypeStruct %float +%_ptr_Uniform_Mesh = OpTypePointer Uniform %Mesh + %x_137 = OpVariable %_ptr_Uniform_Mesh Uniform +%_ptr_Private_v4float = OpTypePointer Private %v4float +%glFragColor = OpVariable %_ptr_Private_v4float Private %8 + %void = OpTypeVoid + %25 = OpTypeFunction %void +%_ptr_Function_v3float = OpTypePointer Function %v3float + %31 = OpConstantNull %v3float +%_ptr_Function_v4float = OpTypePointer Function %v4float +%_ptr_Function_float = OpTypePointer Function %float + %v2float = OpTypeVector %float 2 +%_ptr_Function_v2float = OpTypePointer Function %v2float + %41 = OpConstantNull %v2float + %float_0 = OpConstant %float 0 + %bool = OpTypeBool + %uint = OpTypeInt 32 0 + %uint_0 = OpConstant %uint 0 +%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float + %67 = OpConstantComposite %v3float %float_0 %float_0 %float_0 + %float_1 = OpConstant %float 1 + %76 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1 + %uint_3 = OpConstant %uint 3 +%_ptr_Uniform_float = OpTypePointer Uniform %float + %92 = OpConstantComposite %v2float %float_0 %float_0 + %93 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_0 + %110 = OpConstantComposite %v3float %float_1 %float_1 %float_1 + %111 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_1 +%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float + %uint_1 = OpConstant %uint 1 + %main_out = OpTypeStruct %v4float + %172 = OpTypeFunction %main_out %float %float + %main_1 = OpFunction %void None %25 + %28 = OpLabel +%viewDirectionW = OpVariable %_ptr_Function_v3float Function %31 + %baseColor = OpVariable %_ptr_Function_v4float Function %8 +%diffuseColor = OpVariable %_ptr_Function_v3float Function %31 + %alpha = OpVariable %_ptr_Function_float Function %11 + %normalW = OpVariable %_ptr_Function_v3float Function %31 + %uvOffset = OpVariable %_ptr_Function_v2float Function %41 +%baseAmbientColor = OpVariable %_ptr_Function_v3float Function %31 + %glossiness = OpVariable %_ptr_Function_float Function %11 +%diffuseBase = OpVariable %_ptr_Function_v3float Function %31 + %shadow = OpVariable %_ptr_Function_float Function %11 +%refractionColor = OpVariable %_ptr_Function_v4float Function %8 +%reflectionColor = OpVariable %_ptr_Function_v4float Function %8 +%emissiveColor = OpVariable %_ptr_Function_v3float Function %31 +%finalDiffuse = OpVariable %_ptr_Function_v3float Function %31 +%finalSpecular = OpVariable %_ptr_Function_v3float Function %31 + %color = OpVariable %_ptr_Function_v4float Function %8 + %52 = OpLoad %float %fClipDistance3 + %54 = OpFOrdGreaterThan %bool %52 %float_0 + OpSelectionMerge %56 None + OpBranchConditional %54 %57 %56 + %57 = OpLabel + OpKill + %56 = OpLabel + %58 = OpLoad %float %fClipDistance4 + %59 = OpFOrdGreaterThan %bool %58 %float_0 + OpSelectionMerge %60 None + OpBranchConditional %59 %61 %60 + %61 = OpLabel + OpKill + %60 = OpLabel + %65 = OpAccessChain %_ptr_Uniform_v4float %x_29 %uint_0 + %66 = OpLoad %v4float %65 + %70 = OpCompositeExtract %float %66 0 + %71 = OpCompositeExtract %float %66 1 + %72 = OpCompositeExtract %float %66 2 + %73 = OpCompositeConstruct %v3float %70 %71 %72 + %74 = OpFSub %v3float %73 %67 + %68 = OpExtInst %v3float %69 Normalize %74 + OpStore %viewDirectionW %68 + OpStore %baseColor %76 + %77 = OpAccessChain %_ptr_Uniform_v4float %x_49 %uint_0 + %78 = OpLoad %v4float %77 + %79 = OpCompositeExtract %float %78 0 + %80 = OpCompositeExtract %float %78 1 + %81 = OpCompositeExtract %float %78 2 + %82 = OpCompositeConstruct %v3float %79 %80 %81 + OpStore %diffuseColor %82 + %85 = OpAccessChain %_ptr_Uniform_float %x_49 %uint_0 %uint_3 + %86 = OpLoad %float %85 + OpStore %alpha %86 + %90 = OpDPdx %v3float %67 + %91 = OpDPdy %v3float %67 + %89 = OpExtInst %v3float %69 Cross %90 %91 + %88 = OpFNegate %v3float %89 + %87 = OpExtInst %v3float %69 Normalize %88 + OpStore %normalW %87 + OpStore %uvOffset %92 + %94 = OpLoad %v4float %baseColor + %95 = OpCompositeExtract %float %94 0 + %96 = OpCompositeExtract %float %94 1 + %97 = OpCompositeExtract %float %94 2 + %98 = OpCompositeConstruct %v3float %95 %96 %97 + %99 = OpCompositeExtract %float %93 0 + %100 = OpCompositeExtract %float %93 1 + %101 = OpCompositeExtract %float %93 2 + %102 = OpCompositeConstruct %v3float %99 %100 %101 + %103 = OpFMul %v3float %98 %102 + %104 = OpLoad %v4float %baseColor + %105 = OpCompositeExtract %float %103 0 + %106 = OpCompositeExtract %float %103 1 + %107 = OpCompositeExtract %float %103 2 + %108 = OpCompositeExtract %float %104 3 + %109 = OpCompositeConstruct %v4float %105 %106 %107 %108 + OpStore %baseColor %109 + OpStore %baseAmbientColor %110 + OpStore %glossiness %float_0 + OpStore %diffuseBase %67 + OpStore %shadow %float_1 + OpStore %refractionColor %111 + OpStore %reflectionColor %111 + %113 = OpAccessChain %_ptr_Uniform_v3float %x_49 %uint_3 + %114 = OpLoad %v3float %113 + OpStore %emissiveColor %114 + %115 = OpLoad %v3float %diffuseBase + %116 = OpLoad %v3float %diffuseColor + %117 = OpLoad %v3float %emissiveColor + %119 = OpAccessChain %_ptr_Uniform_v3float %x_49 %uint_1 + %120 = OpLoad %v3float %119 + %121 = OpLoad %v4float %baseColor + %123 = OpFMul %v3float %115 %116 + %124 = OpFAdd %v3float %123 %117 + %125 = OpFAdd %v3float %124 %120 + %122 = OpExtInst %v3float %69 NClamp %125 %67 %110 + %126 = OpCompositeExtract %float %121 0 + %127 = OpCompositeExtract %float %121 1 + %128 = OpCompositeExtract %float %121 2 + %129 = OpCompositeConstruct %v3float %126 %127 %128 + %130 = OpFMul %v3float %122 %129 + OpStore %finalDiffuse %130 + OpStore %finalSpecular %67 + %131 = OpLoad %v3float %finalDiffuse + %132 = OpLoad %v3float %baseAmbientColor + %133 = OpLoad %v3float %finalSpecular + %134 = OpLoad %v4float %reflectionColor + %135 = OpLoad %v4float %refractionColor + %136 = OpFMul %v3float %131 %132 + %137 = OpFAdd %v3float %136 %133 + %138 = OpCompositeExtract %float %134 0 + %139 = OpCompositeExtract %float %134 1 + %140 = OpCompositeExtract %float %134 2 + %141 = OpCompositeConstruct %v3float %138 %139 %140 + %142 = OpFAdd %v3float %137 %141 + %143 = OpCompositeExtract %float %135 0 + %144 = OpCompositeExtract %float %135 1 + %145 = OpCompositeExtract %float %135 2 + %146 = OpCompositeConstruct %v3float %143 %144 %145 + %147 = OpFAdd %v3float %142 %146 + %148 = OpLoad %float %alpha + %149 = OpCompositeExtract %float %147 0 + %150 = OpCompositeExtract %float %147 1 + %151 = OpCompositeExtract %float %147 2 + %152 = OpCompositeConstruct %v4float %149 %150 %151 %148 + OpStore %color %152 + %153 = OpLoad %v4float %color + %155 = OpCompositeExtract %float %153 0 + %156 = OpCompositeExtract %float %153 1 + %157 = OpCompositeExtract %float %153 2 + %158 = OpCompositeConstruct %v3float %155 %156 %157 + %154 = OpExtInst %v3float %69 NMax %158 %67 + %159 = OpLoad %v4float %color + %160 = OpCompositeExtract %float %154 0 + %161 = OpCompositeExtract %float %154 1 + %162 = OpCompositeExtract %float %154 2 + %163 = OpCompositeExtract %float %159 3 + %164 = OpCompositeConstruct %v4float %160 %161 %162 %163 + OpStore %color %164 + %165 = OpAccessChain %_ptr_Uniform_float %x_137 %uint_0 + %166 = OpLoad %float %165 + %167 = OpAccessChain %_ptr_Function_float %color %uint_3 + %168 = OpLoad %float %167 + %169 = OpAccessChain %_ptr_Function_float %color %uint_3 + %170 = OpFMul %float %168 %166 + OpStore %169 %170 + %171 = OpLoad %v4float %color + OpStore %glFragColor %171 + OpReturn + OpFunctionEnd + %main_inner = OpFunction %main_out None %172 +%fClipDistance3_param = OpFunctionParameter %float +%fClipDistance4_param = OpFunctionParameter %float + %177 = OpLabel + OpStore %fClipDistance3 %fClipDistance3_param + OpStore %fClipDistance4 %fClipDistance4_param + %178 = OpFunctionCall %void %main_1 + %179 = OpLoad %v4float %glFragColor + %180 = OpCompositeConstruct %main_out %179 + OpReturnValue %180 + OpFunctionEnd + %main = OpFunction %void None %25 + %182 = OpLabel + %184 = OpLoad %float %fClipDistance3_param_1 + %185 = OpLoad %float %fClipDistance4_param_1 + %183 = OpFunctionCall %main_out %main_inner %184 %185 + %186 = OpCompositeExtract %v4float %183 0 + OpStore %glFragColor_1_1 %186 + OpReturn + OpFunctionEnd diff --git a/test/tint/bug/tint/1118.wgsl.expected.wgsl b/test/tint/bug/tint/1118.wgsl.expected.wgsl new file mode 100644 index 0000000000..78d9666554 --- /dev/null +++ b/test/tint/bug/tint/1118.wgsl.expected.wgsl @@ -0,0 +1,117 @@ +struct Scene { + vEyePosition : vec4; +} + +struct Material { + vDiffuseColor : vec4; + vAmbientColor : vec3; + dummy : f32; + vEmissiveColor : vec3; + dummy2 : f32; +} + +struct Mesh { + visibility : f32; +} + +var fClipDistance3 : f32; + +var fClipDistance4 : f32; + +@group(0) @binding(0) var x_29 : Scene; + +@group(0) @binding(1) var x_49 : Material; + +@group(0) @binding(2) var x_137 : Mesh; + +var glFragColor : vec4; + +fn main_1() { + var viewDirectionW : vec3; + var baseColor : vec4; + var diffuseColor : vec3; + var alpha : f32; + var normalW : vec3; + var uvOffset : vec2; + var baseAmbientColor : vec3; + var glossiness : f32; + var diffuseBase : vec3; + var shadow : f32; + var refractionColor : vec4; + var reflectionColor : vec4; + var emissiveColor : vec3; + var finalDiffuse : vec3; + var finalSpecular : vec3; + var color : vec4; + let x_9 : f32 = fClipDistance3; + if ((x_9 > 0.0)) { + discard; + } + let x_17 : f32 = fClipDistance4; + if ((x_17 > 0.0)) { + discard; + } + let x_34 : vec4 = x_29.vEyePosition; + let x_38 : vec3 = vec3(0.0, 0.0, 0.0); + viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38)); + baseColor = vec4(1.0, 1.0, 1.0, 1.0); + let x_52 : vec4 = x_49.vDiffuseColor; + diffuseColor = vec3(x_52.x, x_52.y, x_52.z); + let x_60 : f32 = x_49.vDiffuseColor.w; + alpha = x_60; + let x_62 : vec3 = vec3(0.0, 0.0, 0.0); + let x_64 : vec3 = vec3(0.0, 0.0, 0.0); + normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64)))); + uvOffset = vec2(0.0, 0.0); + let x_74 : vec4 = vec4(0.0, 0.0, 0.0, 0.0); + let x_76 : vec4 = baseColor; + let x_78 : vec3 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z)); + let x_79 : vec4 = baseColor; + baseColor = vec4(x_78.x, x_78.y, x_78.z, x_79.w); + baseAmbientColor = vec3(1.0, 1.0, 1.0); + glossiness = 0.0; + diffuseBase = vec3(0.0, 0.0, 0.0); + shadow = 1.0; + refractionColor = vec4(0.0, 0.0, 0.0, 1.0); + reflectionColor = vec4(0.0, 0.0, 0.0, 1.0); + let x_94 : vec3 = x_49.vEmissiveColor; + emissiveColor = x_94; + let x_96 : vec3 = diffuseBase; + let x_97 : vec3 = diffuseColor; + let x_99 : vec3 = emissiveColor; + let x_103 : vec3 = x_49.vAmbientColor; + let x_108 : vec4 = baseColor; + finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)) * vec3(x_108.x, x_108.y, x_108.z)); + finalSpecular = vec3(0.0, 0.0, 0.0); + let x_113 : vec3 = finalDiffuse; + let x_114 : vec3 = baseAmbientColor; + let x_116 : vec3 = finalSpecular; + let x_118 : vec4 = reflectionColor; + let x_121 : vec4 = refractionColor; + let x_123 : vec3 = ((((x_113 * x_114) + x_116) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z)); + let x_124 : f32 = alpha; + color = vec4(x_123.x, x_123.y, x_123.z, x_124); + let x_129 : vec4 = color; + let x_132 : vec3 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0, 0.0, 0.0)); + let x_133 : vec4 = color; + color = vec4(x_132.x, x_132.y, x_132.z, x_133.w); + let x_140 : f32 = x_137.visibility; + let x_142 : f32 = color.w; + color.w = (x_142 * x_140); + let x_147 : vec4 = color; + glFragColor = x_147; + return; +} + +struct main_out { + @location(0) + glFragColor_1 : vec4; +} + +@stage(fragment) +fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out { + fClipDistance3 = fClipDistance3_param; + fClipDistance4 = fClipDistance4_param; + main_1(); + return main_out(glFragColor); +}