Add end-to-end test for tint:1112

I meant to add this to this CL:
https://dawn-review.googlesource.com/c/tint/+/69880

Bug: tint:1112
Change-Id: I7b5a3ab068ddbce1650a9e00609fed11e32db17d
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70320
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
This commit is contained in:
Antonio Maiorano 2021-11-19 18:33:23 +00:00 committed by Tint LUCI CQ
parent 943c410d51
commit a52059e189
5 changed files with 274 additions and 0 deletions

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// 1112.wgsl
[[group(0), binding(0)]] var Sampler: sampler;
[[group(0), binding(1)]] var randomTexture: texture_2d<f32>;
[[group(0), binding(2)]] var depthTexture: texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] vUV : vec2<f32>) -> [[location(0)]] vec4<f32> {
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
var i = 0;
loop {
if (i < 1) {
} else {
break;
}
let offset : vec3<f32> = vec3<f32>(random.x);
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
i = i + 1;
continue;
}
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
i = i + 1;
}
return vec4<f32>(1.0);
}

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SamplerState tint_symbol : register(s0, space0);
Texture2D<float4> randomTexture : register(t1, space0);
Texture2D<float4> depthTexture : register(t2, space0);
struct tint_symbol_2 {
float2 vUV : TEXCOORD0;
};
struct tint_symbol_3 {
float4 value : SV_Target0;
};
float4 main_inner(float2 vUV) {
const float3 random = randomTexture.Sample(tint_symbol, vUV).rgb;
int i = 0;
[loop] while (true) {
if ((i < 1)) {
} else {
break;
}
const float3 offset = float3((random.x).xxx);
bool tint_tmp_2 = (offset.x < 0.0f);
if (!tint_tmp_2) {
tint_tmp_2 = (offset.y < 0.0f);
}
bool tint_tmp_1 = (tint_tmp_2);
if (!tint_tmp_1) {
tint_tmp_1 = (offset.x > 1.0f);
}
bool tint_tmp = (tint_tmp_1);
if (!tint_tmp) {
tint_tmp = (offset.y > 1.0f);
}
if ((tint_tmp)) {
i = (i + 1);
continue;
}
const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r;
i = (i + 1);
}
return float4((1.0f).xxxx);
}
tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
const float4 inner_result = main_inner(tint_symbol_1.vUV);
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.value = inner_result;
return wrapper_result;
}

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#include <metal_stdlib>
using namespace metal;
struct tint_symbol_2 {
float2 vUV [[user(locn0)]];
};
struct tint_symbol_3 {
float4 value [[color(0)]];
};
float4 tint_symbol_inner(float2 vUV, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5, texture2d<float, access::sample> tint_symbol_6) {
float3 const random = float4(tint_symbol_4.sample(tint_symbol_5, vUV)).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
float3 const offset = float3(random[0]);
if (((((offset[0] < 0.0f) || (offset[1] < 0.0f)) || (offset[0] > 1.0f)) || (offset[1] > 1.0f))) {
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
continue;
}
float const sampleDepth = tint_symbol_6.sample(tint_symbol_5, float3(offset).xy)[0];
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
}
return float4(1.0f);
}
fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], texture2d<float, access::sample> tint_symbol_9 [[texture(1)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
float4 const inner_result = tint_symbol_inner(tint_symbol_1.vUV, tint_symbol_7, tint_symbol_8, tint_symbol_9);
tint_symbol_3 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: 83
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %vUV_1 %value
OpExecutionMode %main OriginUpperLeft
OpName %vUV_1 "vUV_1"
OpName %value "value"
OpName %Sampler "Sampler"
OpName %randomTexture "randomTexture"
OpName %depthTexture "depthTexture"
OpName %main_inner "main_inner"
OpName %vUV "vUV"
OpName %i "i"
OpName %main "main"
OpDecorate %vUV_1 Location 0
OpDecorate %value Location 0
OpDecorate %Sampler DescriptorSet 0
OpDecorate %Sampler Binding 0
OpDecorate %randomTexture DescriptorSet 0
OpDecorate %randomTexture Binding 1
OpDecorate %depthTexture DescriptorSet 0
OpDecorate %depthTexture Binding 2
%float = OpTypeFloat 32
%v2float = OpTypeVector %float 2
%_ptr_Input_v2float = OpTypePointer Input %v2float
%vUV_1 = OpVariable %_ptr_Input_v2float Input
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%8 = OpConstantNull %v4float
%value = OpVariable %_ptr_Output_v4float Output %8
%11 = OpTypeSampler
%_ptr_UniformConstant_11 = OpTypePointer UniformConstant %11
%Sampler = OpVariable %_ptr_UniformConstant_11 UniformConstant
%14 = OpTypeImage %float 2D 0 0 0 1 Unknown
%_ptr_UniformConstant_14 = OpTypePointer UniformConstant %14
%randomTexture = OpVariable %_ptr_UniformConstant_14 UniformConstant
%depthTexture = OpVariable %_ptr_UniformConstant_14 UniformConstant
%16 = OpTypeFunction %v4float %v2float
%23 = OpTypeSampledImage %14
%v3float = OpTypeVector %float 3
%int = OpTypeInt 32 1
%int_0 = OpConstant %int 0
%_ptr_Function_int = OpTypePointer Function %int
%31 = OpConstantNull %int
%int_1 = OpConstant %int 1
%bool = OpTypeBool
%float_0 = OpConstant %float 0
%float_1 = OpConstant %float 1
%76 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
%void = OpTypeVoid
%77 = OpTypeFunction %void
%main_inner = OpFunction %v4float None %16
%vUV = OpFunctionParameter %v2float
%19 = OpLabel
%i = OpVariable %_ptr_Function_int Function %31
%21 = OpLoad %11 %Sampler
%22 = OpLoad %14 %randomTexture
%24 = OpSampledImage %23 %22 %21
%20 = OpImageSampleImplicitLod %v4float %24 %vUV
%26 = OpVectorShuffle %v3float %20 %20 0 1 2
OpStore %i %int_0
OpBranch %32
%32 = OpLabel
OpLoopMerge %33 %34 None
OpBranch %35
%35 = OpLabel
%36 = OpLoad %int %i
%38 = OpSLessThan %bool %36 %int_1
OpSelectionMerge %40 None
OpBranchConditional %38 %41 %42
%41 = OpLabel
OpBranch %40
%42 = OpLabel
OpBranch %33
%40 = OpLabel
%43 = OpCompositeExtract %float %26 0
%44 = OpCompositeConstruct %v3float %43 %43 %43
%45 = OpCompositeExtract %float %44 0
%47 = OpFOrdLessThan %bool %45 %float_0
OpSelectionMerge %48 None
OpBranchConditional %47 %48 %49
%49 = OpLabel
%50 = OpCompositeExtract %float %44 1
%51 = OpFOrdLessThan %bool %50 %float_0
OpBranch %48
%48 = OpLabel
%52 = OpPhi %bool %47 %40 %51 %49
OpSelectionMerge %53 None
OpBranchConditional %52 %53 %54
%54 = OpLabel
%55 = OpCompositeExtract %float %44 0
%57 = OpFOrdGreaterThan %bool %55 %float_1
OpBranch %53
%53 = OpLabel
%58 = OpPhi %bool %52 %48 %57 %54
OpSelectionMerge %59 None
OpBranchConditional %58 %59 %60
%60 = OpLabel
%61 = OpCompositeExtract %float %44 1
%62 = OpFOrdGreaterThan %bool %61 %float_1
OpBranch %59
%59 = OpLabel
%63 = OpPhi %bool %58 %53 %62 %60
OpSelectionMerge %64 None
OpBranchConditional %63 %65 %64
%65 = OpLabel
%66 = OpLoad %int %i
%67 = OpIAdd %int %66 %int_1
OpStore %i %67
OpBranch %34
%64 = OpLabel
%69 = OpLoad %11 %Sampler
%70 = OpLoad %14 %depthTexture
%71 = OpSampledImage %23 %70 %69
%72 = OpVectorShuffle %v2float %44 %44 0 1
%68 = OpImageSampleImplicitLod %v4float %71 %72
%73 = OpCompositeExtract %float %68 0
%74 = OpLoad %int %i
%75 = OpIAdd %int %74 %int_1
OpStore %i %75
OpBranch %34
%34 = OpLabel
OpBranch %32
%33 = OpLabel
OpReturnValue %76
OpFunctionEnd
%main = OpFunction %void None %77
%80 = OpLabel
%82 = OpLoad %v2float %vUV_1
%81 = OpFunctionCall %v4float %main_inner %82
OpStore %value %81
OpReturn
OpFunctionEnd

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[[group(0), binding(0)]] var Sampler : sampler;
[[group(0), binding(1)]] var randomTexture : texture_2d<f32>;
[[group(0), binding(2)]] var depthTexture : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] vUV : vec2<f32>) -> [[location(0)]] vec4<f32> {
let random : vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
var i = 0;
loop {
if ((i < 1)) {
} else {
break;
}
let offset : vec3<f32> = vec3<f32>(random.x);
if (((((offset.x < 0.0) || (offset.y < 0.0)) || (offset.x > 1.0)) || (offset.y > 1.0))) {
i = (i + 1);
continue;
}
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
i = (i + 1);
}
return vec4<f32>(1.0);
}