Add new GLSL test expectations.

All failures are now SKIP'ed.

Bug: tint:1358
Change-Id: If04d57b9e0b71dd877468b5dc277fbff82f36692
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/75220
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-01-06 15:31:21 +00:00
committed by Tint LUCI CQ
parent 6165cca1a6
commit c1faee9395
524 changed files with 29699 additions and 0 deletions

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#version 310 es
precision mediump float;
uniform highp sampler2D randomTexture;
uniform highp sampler2D depthTexture;
struct tint_symbol_2 {
vec2 vUV;
};
struct tint_symbol_3 {
vec4 value;
};
vec4 tint_symbol_inner(vec2 vUV) {
vec3 random = texture(randomTexture, vUV).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random.x);
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;
}
float sampleDepth = texture(depthTexture, offset.xy).r;
i = (i + 1);
}
return vec4(1.0f);
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
vec4 inner_result = tint_symbol_inner(tint_symbol_1.vUV);
tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
in vec2 vUV;
out vec4 value;
void main() {
tint_symbol_2 inputs;
inputs.vUV = vUV;
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
value = outputs.value;
}

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#version 310 es
precision mediump float;
struct Simulation {
uint i;
};
struct Particle {
vec3 position[8];
float lifetime;
vec4 color;
vec3 velocity;
};
layout (binding = 3) buffer Particles_1 {
Particle p[];
} particles;
layout (binding = 4) uniform Simulation_1 {
uint i;
} sim;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
Particle particle = particles.p[0];
particle.position[sim.i] = particle.position[sim.i];
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m1[uniforms.i][0] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m1[uniforms.i][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[0][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m1[uniforms.i] = vec4(1.0f);
return;
}
void main() {
tint_symbol();
}

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#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[uniforms.i][0] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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@@ -0,0 +1,24 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[uniforms.i][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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@@ -0,0 +1,24 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[0][uniforms.j] = 1.0f;
return;
}
void main() {
tint_symbol();
}

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@@ -0,0 +1,24 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;
mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
m1[uniforms.i] = vec4(1.0f);
return;
}
void main() {
tint_symbol();
}