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https://github.com/encounter/dawn-cmake.git
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wgsl: Print abstract-floats with full precision.
Change-Id: Ie95547f065b896983b90ffd5455538fdd843b81a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/104824 Reviewed-by: David Neto <dneto@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
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Dawn LUCI CQ
parent
9f513ca541
commit
d6daefc379
@@ -1,18 +1,18 @@
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fn original_clusterfuzz_code() {
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atan2(1, 0.100000001);
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atan2(1, 0.1);
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}
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fn more_tests_that_would_fail() {
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{
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let a = atan2(1, 0.100000001);
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let b = atan2(0.100000001, 1);
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let a = atan2(1, 0.1);
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let b = atan2(0.1, 1);
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}
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{
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let a = (1 + 1.5);
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let b = (1.5 + 1);
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}
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{
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atan2(1, 0.100000001);
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atan2(0.100000001, 1);
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atan2(1, 0.1);
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atan2(0.1, 1);
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}
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}
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@@ -1,6 +1,8 @@
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SKIP: FAILED
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bug/chromium/1367602-1.wgsl:2:23 error: array size (65536) must be less than 65536
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var v = array<bool, 65536>();
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^^^^^
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[numthreads(1, 1, 1)]
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void unused_entry_point() {
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return;
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}
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void f() {
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bool v[65535] = (bool[65535])0;
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}
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@@ -48,7 +48,7 @@ fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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if ((index >= config.numLights)) {
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return;
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}
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lightsBuffer.lights[index].position.y = ((lightsBuffer.lights[index].position.y - 0.100000001) + (0.001 * (f32(index) - (64.0 * floor((f32(index) / 64.0))))));
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lightsBuffer.lights[index].position.y = ((lightsBuffer.lights[index].position.y - 0.1) + (0.001 * (f32(index) - (64.0 * floor((f32(index) / 64.0))))));
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if ((lightsBuffer.lights[index].position.y < uniforms.min.y)) {
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lightsBuffer.lights[index].position.y = uniforms.max.y;
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}
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@@ -1,5 +1,5 @@
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@compute @workgroup_size(1)
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fn compute_main() {
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let a = 1.230000019;
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let a = 1.23;
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var b = max(a, 1.17549435e-38);
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}
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@@ -1,6 +1,6 @@
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@vertex
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fn main() -> @builtin(position) vec4<f32> {
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var light : vec3<f32> = vec3<f32>(1.200000048, 1.0, 2.0);
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var light : vec3<f32> = vec3<f32>(1.2, 1.0, 2.0);
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var negative_light : vec3<f32> = -(light);
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return vec4<f32>();
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}
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@@ -7,7 +7,7 @@ struct Output {
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@vertex
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fn main(@builtin(vertex_index) VertexIndex : u32, @builtin(instance_index) InstanceIndex : u32) -> Output {
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let zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(vec2<f32>(0.200000003, 0.200000003), vec2<f32>(0.300000012, 0.300000012), vec2<f32>(-0.100000001, -0.100000001), vec2<f32>(1.100000024, 1.100000024));
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let zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(vec2<f32>(0.2, 0.2), vec2<f32>(0.3, 0.3), vec2<f32>(-0.1, -0.1), vec2<f32>(1.1, 1.1));
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let z : f32 = zv[InstanceIndex].x;
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var output : Output;
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output.Position = vec4<f32>(0.5, 0.5, z, 1.0);
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@@ -1,6 +1,6 @@
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@compute @workgroup_size(1)
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fn main() {
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let res = frexp(1.230000019);
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let res = frexp(1.23);
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let exp : i32 = res.exp;
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let sig : f32 = res.sig;
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}
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@@ -1,6 +1,6 @@
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@compute @workgroup_size(1)
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fn main() {
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let res = modf(1.230000019);
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let res = modf(1.23);
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let fract : f32 = res.fract;
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let whole : f32 = res.whole;
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}
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@@ -2,5 +2,5 @@ enable f16;
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@fragment
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fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(0.100000001, 0.200000003, 0.300000012, 0.400000006);
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return vec4<f32>(0.1, 0.2, 0.3, 0.4);
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}
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@@ -4,5 +4,5 @@ enable f16;
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@fragment
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fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(0.100000001, 0.200000003, 0.300000012, 0.400000006);
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return vec4<f32>(0.1, 0.2, 0.3, 0.4);
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}
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@@ -75,7 +75,7 @@ fn comp_main(@builtin(global_invocation_id) gl_GlobalInvocationID : vec3<u32>) {
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cVel = (cVel / vec2<f32>(f32(cVelCount), f32(cVelCount)));
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}
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vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale));
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vVel = (normalize(vVel) * clamp(length(vVel), 0.0, 0.100000001));
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vVel = (normalize(vVel) * clamp(length(vVel), 0.0, 0.1));
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vPos = (vPos + (vVel * params.deltaT));
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if ((vPos.x < -1.0)) {
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vPos.x = 1.0;
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@@ -5,5 +5,5 @@ fn bar() {
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fn main() -> @location(0) vec4<f32> {
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var a : vec2<f32> = vec2<f32>();
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bar();
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return vec4<f32>(0.400000006, 0.400000006, 0.800000012, 1.0);
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return vec4<f32>(0.4, 0.4, 0.8, 1.0);
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}
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@@ -9,7 +9,7 @@ struct Interface {
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@vertex
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fn vert_main() -> Interface {
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return Interface(0.400000006, 0.600000024, vec4<f32>());
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return Interface(0.4, 0.6, vec4<f32>());
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}
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@fragment
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