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tint/test-runner: Split expectations for FXC and DXC
Change tint's `--fxc` flag to take the path of the FXC compiler DLL. Have tint attempt to validate with both FXC and DXC if `--validate` is passed. Fix the 'dirsWithNoPassExpectations' logic which looks like it got broken with the tint -> dawn merge. It also incorrectly applied filepath.FromSlash() on windows. Change-Id: I0f46aa5c21bc48a2abc48402c41f846aff4a8633 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/96800 Reviewed-by: Antonio Maiorano <amaiorano@google.com> Commit-Queue: Ben Clayton <bclayton@chromium.org>
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Dawn LUCI CQ
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@@ -0,0 +1,57 @@
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struct Inner {
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int x;
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};
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cbuffer cbuffer_s : register(b0, space0) {
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uint4 s[13];
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};
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float2x3 tint_symbol_7(uint4 buffer[13], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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return float2x3(asfloat(buffer[scalar_offset / 4].xyz), asfloat(buffer[scalar_offset_1 / 4].xyz));
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}
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float3x2 tint_symbol_8(uint4 buffer[13], uint offset) {
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const uint scalar_offset_2 = ((offset + 0u)) / 4;
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uint4 ubo_load = buffer[scalar_offset_2 / 4];
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const uint scalar_offset_3 = ((offset + 8u)) / 4;
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uint4 ubo_load_1 = buffer[scalar_offset_3 / 4];
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const uint scalar_offset_4 = ((offset + 16u)) / 4;
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uint4 ubo_load_2 = buffer[scalar_offset_4 / 4];
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return float3x2(asfloat(((scalar_offset_2 & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_3 & 2) ? ubo_load_1.zw : ubo_load_1.xy)), asfloat(((scalar_offset_4 & 2) ? ubo_load_2.zw : ubo_load_2.xy)));
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}
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Inner tint_symbol_10(uint4 buffer[13], uint offset) {
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const uint scalar_offset_5 = ((offset + 0u)) / 4;
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const Inner tint_symbol_12 = {asint(buffer[scalar_offset_5 / 4][scalar_offset_5 % 4])};
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return tint_symbol_12;
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}
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typedef Inner tint_symbol_11_ret[4];
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tint_symbol_11_ret tint_symbol_11(uint4 buffer[13], uint offset) {
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Inner arr[4] = (Inner[4])0;
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{
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[loop] for(uint i_1 = 0u; (i_1 < 4u); i_1 = (i_1 + 1u)) {
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arr[i_1] = tint_symbol_10(buffer, (offset + (i_1 * 16u)));
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}
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}
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return arr;
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}
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[numthreads(1, 1, 1)]
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void main() {
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const int3 a = asint(s[0].xyz);
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const int b = asint(s[0].w);
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const uint3 c = s[1].xyz;
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const uint d = s[1].w;
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const float3 e = asfloat(s[2].xyz);
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const float f = asfloat(s[2].w);
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const int2 g = asint(s[3].xy);
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const int2 h = asint(s[3].zw);
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const float2x3 i = tint_symbol_7(s, 64u);
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const float3x2 j = tint_symbol_8(s, 96u);
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const Inner k = tint_symbol_10(s, 128u);
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const Inner l[4] = tint_symbol_11(s, 144u);
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return;
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}
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