test: Shuffle files around.

In an attempt to better follow the guidelines in docs/end-to-end-tests.md.

Change-Id: Id012004e8a376598bb69cf364ca7ca0735632a2e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69342
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
Ben Clayton
2021-11-15 20:45:50 +00:00
parent 735dca8393
commit 8492d727a7
15 changed files with 0 additions and 0 deletions

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struct MyStruct {
f1 : f32;
};
type MyArray = array<f32, 10>;
// Global lets
let v1 = 1;
let v2 = 1u;
let v3 = 1.0;
let v4 = vec3<i32>(1, 1, 1);
let v5 = vec3<u32>(1u, 1u, 1u);
let v6 = vec3<f32>(1.0, 1.0, 1.0);
let v7 = mat3x3<f32>(vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0));
let v8 = MyStruct();
let v9 = MyArray();
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(0.0,0.0,0.0,0.0);
}

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struct MyStruct {
float f1;
};
static const int v1 = 1;
static const uint v2 = 1u;
static const float v3 = 1.0f;
static const int3 v4 = int3(1, 1, 1);
static const uint3 v5 = uint3(1u, 1u, 1u);
static const float3 v6 = float3(1.0f, 1.0f, 1.0f);
static const float3x3 v7 = float3x3(float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f));
static const MyStruct v8 = (MyStruct)0;
static const float v9[10] = (float[10])0;
struct tint_symbol {
float4 value : SV_Target0;
};
float4 main_inner() {
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol main() {
const float4 inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.value = inner_result;
return wrapper_result;
}

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#include <metal_stdlib>
using namespace metal;
struct MyStruct {
float f1;
};
struct tint_array_wrapper {
float arr[10];
};
struct tint_symbol_1 {
float4 value [[color(0)]];
};
constant int v1 = 1;
constant uint v2 = 1u;
constant float v3 = 1.0f;
constant int3 v4 = int3(1, 1, 1);
constant uint3 v5 = uint3(1u, 1u, 1u);
constant float3 v6 = float3(1.0f, 1.0f, 1.0f);
constant float3x3 v7 = float3x3(float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f), float3(1.0f, 1.0f, 1.0f));
constant MyStruct v8 = {};
constant tint_array_wrapper v9 = {.arr={}};
float4 tint_symbol_inner() {
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
fragment tint_symbol_1 tint_symbol() {
float4 const inner_result = tint_symbol_inner();
tint_symbol_1 wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}

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; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 34
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %value
OpExecutionMode %main OriginUpperLeft
OpName %value "value"
OpName %v1 "v1"
OpName %v2 "v2"
OpName %v3 "v3"
OpName %v4 "v4"
OpName %v5 "v5"
OpName %v6 "v6"
OpName %v7 "v7"
OpName %MyStruct "MyStruct"
OpMemberName %MyStruct 0 "f1"
OpName %v8 "v8"
OpName %v9 "v9"
OpName %main_inner "main_inner"
OpName %main "main"
OpDecorate %value Location 0
OpMemberDecorate %MyStruct 0 Offset 0
OpDecorate %_arr_float_uint_10 ArrayStride 4
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%5 = OpConstantNull %v4float
%value = OpVariable %_ptr_Output_v4float Output %5
%int = OpTypeInt 32 1
%v1 = OpConstant %int 1
%uint = OpTypeInt 32 0
%v2 = OpConstant %uint 1
%v3 = OpConstant %float 1
%v3int = OpTypeVector %int 3
%v4 = OpConstantComposite %v3int %v1 %v1 %v1
%v3uint = OpTypeVector %uint 3
%v5 = OpConstantComposite %v3uint %v2 %v2 %v2
%v3float = OpTypeVector %float 3
%v6 = OpConstantComposite %v3float %v3 %v3 %v3
%mat3v3float = OpTypeMatrix %v3float 3
%v7 = OpConstantComposite %mat3v3float %v6 %v6 %v6
%MyStruct = OpTypeStruct %float
%v8 = OpConstantNull %MyStruct
%uint_10 = OpConstant %uint 10
%_arr_float_uint_10 = OpTypeArray %float %uint_10
%v9 = OpConstantNull %_arr_float_uint_10
%24 = OpTypeFunction %v4float
%float_0 = OpConstant %float 0
%28 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_0
%void = OpTypeVoid
%29 = OpTypeFunction %void
%main_inner = OpFunction %v4float None %24
%26 = OpLabel
OpReturnValue %28
OpFunctionEnd
%main = OpFunction %void None %29
%32 = OpLabel
%33 = OpFunctionCall %v4float %main_inner
OpStore %value %33
OpReturn
OpFunctionEnd

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struct MyStruct {
f1 : f32;
};
type MyArray = array<f32, 10>;
let v1 = 1;
let v2 = 1u;
let v3 = 1.0;
let v4 = vec3<i32>(1, 1, 1);
let v5 = vec3<u32>(1u, 1u, 1u);
let v6 = vec3<f32>(1.0, 1.0, 1.0);
let v7 = mat3x3<f32>(vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0));
let v8 = MyStruct();
let v9 = MyArray();
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
}