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;
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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@@ -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;
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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@@ -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][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();
}