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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>
61 lines
1.4 KiB
WebGPU Shading Language
61 lines
1.4 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v1 : vec2<f32>;
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var b : vec2<f32>;
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var a : f32;
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var x_51 : bool;
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var x_52_phi : bool;
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let x_30 : f32 = x_6.x_GLF_uniform_float_values[0];
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v1 = vec2<f32>(x_30, x_30);
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let x_32 : vec2<f32> = v1;
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b = fract(x_32);
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let x_34 : vec2<f32> = b;
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a = smoothStep(vec2<f32>(1.0, 1.0), vec2<f32>(1.0, 1.0), x_34).x;
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let x_38 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_39 : f32 = a;
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let x_40 : f32 = a;
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let x_42 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_38, x_39, x_40, x_42);
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let x_45 : f32 = b.x;
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let x_46 : bool = (x_45 < 1.0);
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x_52_phi = x_46;
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if (x_46) {
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let x_50 : f32 = b.y;
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x_51 = (x_50 < 1.0);
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x_52_phi = x_51;
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}
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let x_52 : bool = x_52_phi;
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if (x_52) {
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let x_57 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_59 : f32 = b.x;
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let x_61 : f32 = b.y;
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let x_63 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_57, x_59, x_61, x_63);
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} else {
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let x_66 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_66, x_66, x_66, x_66);
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}
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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() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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