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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
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6165cca1a6
commit
c1faee9395
@@ -0,0 +1,78 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct doesNotMatter {
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int global_seed;
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int data[];
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};
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struct buf1 {
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vec2 injectionSwitch;
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};
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uvec3 tint_symbol = uvec3(0u, 0u, 0u);
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layout (binding = 0) buffer doesNotMatter_1 {
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int global_seed;
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int data[];
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} x_7;
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layout (binding = 1) uniform buf1_1 {
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vec2 injectionSwitch;
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} x_10;
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void main_1() {
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int lid = 0;
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int val = 0;
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int i = 0;
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uint x_40 = tint_symbol.x;
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lid = int(x_40);
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int x_43 = x_7.global_seed;
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val = x_43;
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i = 0;
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{
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for(; (i < 2); i = (i + 1)) {
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if ((lid > 0)) {
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int x_58 = x_7.data[(lid - 1)];
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val = (val + x_58);
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float x_62 = x_10.injectionSwitch.x;
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if ((x_62 > 100.0f)) {
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break;
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}
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}
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memoryBarrierShared();
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}
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}
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if ((lid == 0)) {
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x_7.data[0] = 42;
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}
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return;
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}
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struct tint_symbol_4 {
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uvec3 tint_symbol_2;
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};
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void tint_symbol_1_inner(uvec3 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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}
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layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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return;
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}
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_LocalInvocationID;
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tint_symbol_1(inputs);
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}
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Error parsing GLSL shader:
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ERROR: 0:6: '' : array size required
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ERROR: 0:7: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -0,0 +1,78 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct doesNotMatter {
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int global_seed;
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int data[];
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};
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struct buf1 {
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vec2 injectionSwitch;
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};
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uvec3 tint_symbol = uvec3(0u, 0u, 0u);
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layout (binding = 0) buffer doesNotMatter_1 {
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int global_seed;
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int data[];
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} x_7;
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layout (binding = 1) uniform buf1_1 {
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vec2 injectionSwitch;
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} x_10;
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void main_1() {
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int lid = 0;
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int val = 0;
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int i = 0;
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uint x_40 = tint_symbol.x;
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lid = int(x_40);
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int x_43 = x_7.global_seed;
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val = x_43;
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i = 0;
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{
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for(; (i < 2); i = (i + 1)) {
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if ((lid > 0)) {
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int x_58 = x_7.data[(lid - 1)];
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val = (val + x_58);
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float x_62 = x_10.injectionSwitch.x;
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if ((x_62 > 100.0f)) {
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break;
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}
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}
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memoryBarrierShared();
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}
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}
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if ((lid == 0)) {
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x_7.data[0] = 42;
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}
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return;
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}
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struct tint_symbol_4 {
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uvec3 tint_symbol_2;
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};
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void tint_symbol_1_inner(uvec3 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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}
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layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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return;
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}
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_LocalInvocationID;
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tint_symbol_1(inputs);
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}
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Error parsing GLSL shader:
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ERROR: 0:6: '' : array size required
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ERROR: 0:7: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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