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https://github.com/encounter/dawn-cmake.git
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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>
162 lines
3.5 KiB
WebGPU Shading Language
162 lines
3.5 KiB
WebGPU Shading Language
var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var c : vec4<f32>;
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var a : i32;
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var i1 : i32;
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var i2 : i32;
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var i3 : i32;
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var i4 : i32;
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var i5 : i32;
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var i6 : i32;
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var i7 : i32;
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var i8_1 : i32;
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c = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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a = 0;
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loop {
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loop {
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let x_46 : i32 = a;
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c[x_46] = 1.0;
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i1 = 0;
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loop {
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let x_52 : i32 = i1;
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if ((x_52 < 1)) {
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} else {
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break;
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}
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i2 = 0;
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loop {
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let x_59 : i32 = i2;
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if ((x_59 < 1)) {
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} else {
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break;
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}
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i3 = 0;
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loop {
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let x_66 : i32 = i3;
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if ((x_66 < 1)) {
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} else {
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break;
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}
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i4 = 0;
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loop {
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let x_73 : i32 = i4;
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if ((x_73 < 1)) {
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} else {
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break;
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}
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i5 = 0;
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loop {
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let x_80 : i32 = i5;
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if ((x_80 < 1)) {
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} else {
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break;
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}
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i6 = 0;
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loop {
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let x_87 : i32 = i6;
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if ((x_87 < 1)) {
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} else {
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break;
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}
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i7 = 0;
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loop {
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let x_94 : i32 = i7;
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if ((x_94 < 1)) {
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} else {
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break;
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}
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i8_1 = 0;
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loop {
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let x_101 : i32 = i8_1;
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if ((x_101 < 17)) {
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} else {
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break;
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}
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let x_104 : i32 = a;
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a = (x_104 + 1);
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continuing {
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let x_106 : i32 = i8_1;
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i8_1 = (x_106 + 1);
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}
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}
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continuing {
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let x_108 : i32 = i7;
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i7 = (x_108 + 1);
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}
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}
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continuing {
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let x_110 : i32 = i6;
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i6 = (x_110 + 1);
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}
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}
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continuing {
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let x_112 : i32 = i5;
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i5 = (x_112 + 1);
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}
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}
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continuing {
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let x_114 : i32 = i4;
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i4 = (x_114 + 1);
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}
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}
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continuing {
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let x_116 : i32 = i3;
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i3 = (x_116 + 1);
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}
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}
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continuing {
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let x_118 : i32 = i2;
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i2 = (x_118 + 1);
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}
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}
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continuing {
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let x_120 : i32 = i1;
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i1 = (x_120 + 1);
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}
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}
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continuing {
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let x_123 : f32 = gl_FragCoord.x;
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if ((x_123 < -1.0)) {
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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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continuing {
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let x_126 : f32 = gl_FragCoord.y;
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if ((x_126 < -1.0)) {
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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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let x_128 : vec4<f32> = c;
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x_GLF_color = x_128;
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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