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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>
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Tint LUCI CQ
parent
6165cca1a6
commit
c1faee9395
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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m1[uniforms.i][0] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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m1[uniforms.i][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[0][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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m1[uniforms.i] = vec4(1.0f);
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[uniforms.i][0] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[uniforms.i][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[0][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -0,0 +1,24 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint i;
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uint j;
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};
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layout (binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[uniforms.i] = vec4(1.0f);
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return;
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}
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void main() {
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tint_symbol();
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}
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