dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-bitcount/0-opt.spvasm.expected.wgsl
Alastair Donaldson f7e73d4ee3 Add tests derived from VK-GL-CTS
This adds SPIR-V assembly and WGSL tests derived from VK-GL-CTS commit
571256871c2e2f03995373e1e4a02958d8cd8cf5. The following procedure was
followed:

- Those .amber files in VK-GL-CTS wholly owned by Google were
  identified

- All GLSL and SPIR-V shaders were extracted from the Amber files and
  converted into SPIR-V binaries

- The compact-ids pass of spirv-opt was applied to each binary

- Duplicate binaries were removed

- spirv-opt -O was used to obtain an optimized version of each remaining
  binary, with duplicates discarded

- Binaries that failed validation using spirv-val with target
  environment SPIR-V 1.3 were discarded

- Those binaries that tint could not successfully convert into WGSL were
  put aside for further investigation

- SPIR-V assembly versions of the remaining binaries are included in
  this CL

- test-runner with -generate-expected and -generate-skip was used to
  generate expected .spvasm, .msl, .hlsl and .wgsl outputs for these
  SPIR-V assembly tests

- Each successfully-generated .expected.wgsl is included in this CL
  again, as a WGLSL test

- test-runner with -generate-expected and -generate-skip was used again,
  to generate expected outputs for these WGSL tests

Change-Id: Ibe9baf2729cf97e0b633db9a426f53362a5de540
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/58842
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-07-23 13:10:12 +00:00

76 lines
1.7 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<f32, 1>;
[[block]]
struct buf0 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = [[stride(16)]] array<i32, 3>;
[[block]]
struct buf1 {
x_GLF_uniform_int_values : Arr_1;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_8 : buf0;
[[group(0), binding(1)]] var<uniform> x_11 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn f1_() -> i32 {
var a : i32;
var i : i32;
a = 256;
let x_65 : f32 = gl_FragCoord.y;
let x_67 : f32 = x_8.x_GLF_uniform_float_values[0];
if ((x_65 > x_67)) {
let x_71 : i32 = a;
a = (x_71 + 1);
}
let x_73 : i32 = a;
i = countOneBits(x_73);
let x_75 : i32 = i;
let x_77 : i32 = x_11.x_GLF_uniform_int_values[0];
if ((x_75 < x_77)) {
let x_82 : i32 = x_11.x_GLF_uniform_int_values[0];
return x_82;
}
let x_83 : i32 = i;
return x_83;
}
fn main_1() {
var a_1 : i32;
let x_38 : i32 = f1_();
a_1 = x_38;
let x_39 : i32 = a_1;
let x_41 : i32 = x_11.x_GLF_uniform_int_values[2];
if ((x_39 == x_41)) {
let x_47 : i32 = x_11.x_GLF_uniform_int_values[0];
let x_50 : i32 = x_11.x_GLF_uniform_int_values[1];
let x_53 : i32 = x_11.x_GLF_uniform_int_values[1];
let x_56 : i32 = x_11.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(f32(x_47), f32(x_50), f32(x_53), f32(x_56));
} else {
let x_60 : i32 = x_11.x_GLF_uniform_int_values[1];
let x_61 : f32 = f32(x_60);
x_GLF_color = vec4<f32>(x_61, x_61, x_61, x_61);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}