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https://github.com/encounter/dawn-cmake.git
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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
parent
0778d9a48f
commit
7d34de88f1
@@ -0,0 +1,61 @@
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Texture2DMS<float4> arg_0 : register(t0, space1);
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static float4 tint_symbol_1 = (0.0f).xxxx;
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void textureLoad_6273b1() {
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float res = 0.0f;
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const float4 x_17 = float4(arg_0.Load(int3(0, 0, 0), 1).x, 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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void tint_symbol_2(float4 tint_symbol) {
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tint_symbol_1 = tint_symbol;
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return;
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}
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void vertex_main_1() {
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textureLoad_6273b1();
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tint_symbol_2((0.0f).xxxx);
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return;
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}
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struct vertex_main_out {
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float4 tint_symbol_1_1;
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};
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struct tint_symbol_3 {
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float4 tint_symbol_1_1 : SV_Position;
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};
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vertex_main_out vertex_main_inner() {
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vertex_main_1();
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const vertex_main_out tint_symbol_4 = {tint_symbol_1};
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return tint_symbol_4;
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}
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tint_symbol_3 vertex_main() {
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const vertex_main_out inner_result = vertex_main_inner();
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tint_symbol_3 wrapper_result = (tint_symbol_3)0;
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wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
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return wrapper_result;
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}
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void fragment_main_1() {
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textureLoad_6273b1();
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return;
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}
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void fragment_main() {
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fragment_main_1();
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return;
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}
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void compute_main_1() {
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textureLoad_6273b1();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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compute_main_1();
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return;
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}
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@@ -0,0 +1,115 @@
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struct GammaTransferParams {
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float G;
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float A;
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float B;
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float C;
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float D;
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float E;
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float F;
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uint padding;
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};
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struct ExternalTextureParams {
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uint numPlanes;
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uint doYuvToRgbConversionOnly;
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float3x4 yuvToRgbConversionMatrix;
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GammaTransferParams gammaDecodeParams;
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GammaTransferParams gammaEncodeParams;
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float3x3 gamutConversionMatrix;
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};
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Texture2D<float4> ext_tex_plane_1 : register(t1, space1);
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cbuffer cbuffer_ext_tex_params : register(b2, space1) {
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uint4 ext_tex_params[11];
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};
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Texture2D<float4> arg_0 : register(t0, space1);
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float3 gammaCorrection(float3 v, GammaTransferParams params) {
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const bool3 cond = (abs(v) < float3((params.D).xxx));
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const float3 t = (sign(v) * ((params.C * abs(v)) + params.F));
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const float3 f = (sign(v) * (pow(((params.A * abs(v)) + params.B), float3((params.G).xxx)) + params.E));
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return (cond ? t : f);
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}
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float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, int2 coord, ExternalTextureParams params) {
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float3 color = float3(0.0f, 0.0f, 0.0f);
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if ((params.numPlanes == 1u)) {
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color = plane0.Load(int3(coord, 0)).rgb;
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} else {
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color = mul(params.yuvToRgbConversionMatrix, float4(plane0.Load(int3(coord, 0)).r, plane1.Load(int3(coord, 0)).rg, 1.0f));
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}
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if ((params.doYuvToRgbConversionOnly == 0u)) {
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color = gammaCorrection(color, params.gammaDecodeParams);
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color = mul(color, params.gamutConversionMatrix);
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color = gammaCorrection(color, params.gammaEncodeParams);
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}
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return float4(color, 1.0f);
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}
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float4 textureLoad2d(Texture2D<float4> tint_symbol, Texture2D<float4> ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) {
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return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1);
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}
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float3x4 tint_symbol_4(uint4 buffer[11], 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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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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return float3x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]));
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}
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GammaTransferParams tint_symbol_6(uint4 buffer[11], uint offset) {
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const uint scalar_offset_3 = ((offset + 0u)) / 4;
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const uint scalar_offset_4 = ((offset + 4u)) / 4;
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const uint scalar_offset_5 = ((offset + 8u)) / 4;
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const uint scalar_offset_6 = ((offset + 12u)) / 4;
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const uint scalar_offset_7 = ((offset + 16u)) / 4;
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const uint scalar_offset_8 = ((offset + 20u)) / 4;
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const uint scalar_offset_9 = ((offset + 24u)) / 4;
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const uint scalar_offset_10 = ((offset + 28u)) / 4;
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const GammaTransferParams tint_symbol_10 = {asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4]), asfloat(buffer[scalar_offset_5 / 4][scalar_offset_5 % 4]), asfloat(buffer[scalar_offset_6 / 4][scalar_offset_6 % 4]), asfloat(buffer[scalar_offset_7 / 4][scalar_offset_7 % 4]), asfloat(buffer[scalar_offset_8 / 4][scalar_offset_8 % 4]), asfloat(buffer[scalar_offset_9 / 4][scalar_offset_9 % 4]), buffer[scalar_offset_10 / 4][scalar_offset_10 % 4]};
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return tint_symbol_10;
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}
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float3x3 tint_symbol_8(uint4 buffer[11], uint offset) {
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const uint scalar_offset_11 = ((offset + 0u)) / 4;
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const uint scalar_offset_12 = ((offset + 16u)) / 4;
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const uint scalar_offset_13 = ((offset + 32u)) / 4;
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return float3x3(asfloat(buffer[scalar_offset_11 / 4].xyz), asfloat(buffer[scalar_offset_12 / 4].xyz), asfloat(buffer[scalar_offset_13 / 4].xyz));
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}
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ExternalTextureParams tint_symbol_2(uint4 buffer[11], uint offset) {
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const uint scalar_offset_14 = ((offset + 0u)) / 4;
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const uint scalar_offset_15 = ((offset + 4u)) / 4;
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const ExternalTextureParams tint_symbol_11 = {buffer[scalar_offset_14 / 4][scalar_offset_14 % 4], buffer[scalar_offset_15 / 4][scalar_offset_15 % 4], tint_symbol_4(buffer, (offset + 16u)), tint_symbol_6(buffer, (offset + 64u)), tint_symbol_6(buffer, (offset + 96u)), tint_symbol_8(buffer, (offset + 128u))};
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return tint_symbol_11;
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}
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void doTextureLoad() {
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float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), (0).xx);
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}
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struct tint_symbol_1 {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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doTextureLoad();
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return (0.0f).xxxx;
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}
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tint_symbol_1 vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol_1 wrapper_result = (tint_symbol_1)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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doTextureLoad();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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doTextureLoad();
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return;
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}
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@@ -0,0 +1,36 @@
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Texture2D<int4> arg_0 : register(t0, space1);
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int4 textureLoad2d(Texture2D<int4> tint_symbol, int2 coords, int level) {
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return tint_symbol.Load(int3(coords, level));
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}
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void doTextureLoad() {
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int4 res = textureLoad2d(arg_0, (0).xx, 0);
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}
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struct tint_symbol_1 {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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doTextureLoad();
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return (0.0f).xxxx;
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}
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tint_symbol_1 vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol_1 wrapper_result = (tint_symbol_1)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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doTextureLoad();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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doTextureLoad();
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return;
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}
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