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

162 lines
3.5 KiB
WebGPU Shading Language

var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var c : vec4<f32>;
var a : i32;
var i1 : i32;
var i2 : i32;
var i3 : i32;
var i4 : i32;
var i5 : i32;
var i6 : i32;
var i7 : i32;
var i8_1 : i32;
c = vec4<f32>(0.0, 0.0, 0.0, 1.0);
a = 0;
loop {
loop {
let x_46 : i32 = a;
c[x_46] = 1.0;
i1 = 0;
loop {
let x_52 : i32 = i1;
if ((x_52 < 1)) {
} else {
break;
}
i2 = 0;
loop {
let x_59 : i32 = i2;
if ((x_59 < 1)) {
} else {
break;
}
i3 = 0;
loop {
let x_66 : i32 = i3;
if ((x_66 < 1)) {
} else {
break;
}
i4 = 0;
loop {
let x_73 : i32 = i4;
if ((x_73 < 1)) {
} else {
break;
}
i5 = 0;
loop {
let x_80 : i32 = i5;
if ((x_80 < 1)) {
} else {
break;
}
i6 = 0;
loop {
let x_87 : i32 = i6;
if ((x_87 < 1)) {
} else {
break;
}
i7 = 0;
loop {
let x_94 : i32 = i7;
if ((x_94 < 1)) {
} else {
break;
}
i8_1 = 0;
loop {
let x_101 : i32 = i8_1;
if ((x_101 < 17)) {
} else {
break;
}
let x_104 : i32 = a;
a = (x_104 + 1);
continuing {
let x_106 : i32 = i8_1;
i8_1 = (x_106 + 1);
}
}
continuing {
let x_108 : i32 = i7;
i7 = (x_108 + 1);
}
}
continuing {
let x_110 : i32 = i6;
i6 = (x_110 + 1);
}
}
continuing {
let x_112 : i32 = i5;
i5 = (x_112 + 1);
}
}
continuing {
let x_114 : i32 = i4;
i4 = (x_114 + 1);
}
}
continuing {
let x_116 : i32 = i3;
i3 = (x_116 + 1);
}
}
continuing {
let x_118 : i32 = i2;
i2 = (x_118 + 1);
}
}
continuing {
let x_120 : i32 = i1;
i1 = (x_120 + 1);
}
}
continuing {
let x_123 : f32 = gl_FragCoord.x;
if ((x_123 < -1.0)) {
} else {
break;
}
}
}
continuing {
let x_126 : f32 = gl_FragCoord.y;
if ((x_126 < -1.0)) {
} else {
break;
}
}
}
let x_128 : vec4<f32> = c;
x_GLF_color = x_128;
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);
}