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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>
76 lines
1.6 KiB
WebGPU Shading Language
76 lines
1.6 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 2>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_float_values : Arr;
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};
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[[block]]
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struct buf2 {
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zero : f32;
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};
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type Arr_1 = [[stride(16)]] array<i32, 2>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_int_values : Arr_1;
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};
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[[group(0), binding(1)]] var<uniform> x_8 : buf1;
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[[group(0), binding(2)]] var<uniform> x_10 : buf2;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_13 : buf0;
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fn func_vf2_(pos : ptr<function, vec2<f32>>) -> bool {
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let x_62 : f32 = (*(pos)).x;
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let x_64 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_62 < x_64)) {
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return true;
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}
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let x_69 : f32 = (*(pos)).y;
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let x_71 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_69 > x_71)) {
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return false;
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}
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let x_76 : f32 = x_10.zero;
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let x_78 : f32 = x_8.x_GLF_uniform_float_values[1];
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if ((x_76 > x_78)) {
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return true;
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}
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return true;
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}
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fn main_1() {
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var param : vec2<f32>;
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let x_42 : vec4<f32> = gl_FragCoord;
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param = vec2<f32>(x_42.x, x_42.y);
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let x_44 : bool = func_vf2_(&(param));
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if (x_44) {
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discard;
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}
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let x_48 : i32 = x_13.x_GLF_uniform_int_values[0];
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let x_51 : i32 = x_13.x_GLF_uniform_int_values[1];
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let x_54 : i32 = x_13.x_GLF_uniform_int_values[1];
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let x_57 : i32 = x_13.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_48), f32(x_51), f32(x_54), f32(x_57));
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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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