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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
@@ -0,0 +1,111 @@
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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 buf0 {
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vec2 injectionSwitch;
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};
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layout (binding = 0) uniform buf0_1 {
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vec2 injectionSwitch;
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} x_6;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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int i = 0;
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int GLF_dead5cols = 0;
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int GLF_dead5rows = 0;
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int GLF_dead5c = 0;
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int GLF_dead5r = 0;
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int msb10 = 0;
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float donor_replacementGLF_dead5sums[9] = float[9](0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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i = 0;
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while (true) {
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int x_45 = i;
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float x_47 = x_6.injectionSwitch.x;
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if ((x_45 >= int(x_47))) {
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break;
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}
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float x_53 = x_6.injectionSwitch.y;
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if ((0.0f > x_53)) {
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GLF_dead5cols = 2;
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{
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for(; (GLF_dead5cols <= 4); GLF_dead5cols = (GLF_dead5cols + 1)) {
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GLF_dead5rows = 2;
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{
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for(; (GLF_dead5rows <= 4); GLF_dead5rows = (GLF_dead5rows + 1)) {
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GLF_dead5c = 0;
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{
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for(; (GLF_dead5c < GLF_dead5cols); GLF_dead5c = (GLF_dead5c + 1)) {
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GLF_dead5r = 0;
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{
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for(; (GLF_dead5r < GLF_dead5rows); GLF_dead5r = (GLF_dead5r + 1)) {
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switch(msb10) {
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case 1:
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case 8: {
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int x_96 = (((msb10 >= 0) & (msb10 < 9)) ? msb10 : 0);
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float x_98 = donor_replacementGLF_dead5sums[x_96];
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donor_replacementGLF_dead5sums[x_96] = (x_98 + 1.0f);
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break;
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}
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default: {
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break;
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}
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}
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}
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}
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}
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}
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msb10 = (msb10 + 1);
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}
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}
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}
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}
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}
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i = (i + 1);
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{
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if ((i < 200)) {
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} else {
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break;
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}
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}
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}
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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return;
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}
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struct main_out {
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vec4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_inner() {
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main_1();
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main_out tint_symbol_2 = main_out(x_GLF_color);
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return tint_symbol_2;
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}
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tint_symbol_1 tint_symbol() {
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main_out inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_1 outputs;
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outputs = tint_symbol();
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x_GLF_color_1 = outputs.x_GLF_color_1;
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}
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Error parsing GLSL shader:
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ERROR: 0:45: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
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ERROR: 0:45: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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