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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>
79 lines
2.1 KiB
WebGPU Shading Language
79 lines
2.1 KiB
WebGPU Shading Language
type Arr = [[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;
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};
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type Arr_1 = [[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_1;
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};
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_8 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_10 : buf1;
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fn f1_f1_(a : ptr<function, f32>) -> f32 {
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let x_100 : f32 = *(a);
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return dpdx(x_100);
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}
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fn main_1() {
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var v2 : vec4<f32>;
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var a_1 : f32;
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var x_40 : f32;
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var param : f32;
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let x_42 : i32 = x_8.x_GLF_uniform_int_values[0];
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let x_45 : i32 = x_8.x_GLF_uniform_int_values[1];
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let x_48 : i32 = x_8.x_GLF_uniform_int_values[1];
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let x_51 : i32 = x_8.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_42), f32(x_45), f32(x_48), f32(x_51));
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let x_55 : f32 = gl_FragCoord.x;
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let x_57 : f32 = x_10.x_GLF_uniform_float_values[1];
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if ((x_55 < x_57)) {
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let x_62 : f32 = v2.x;
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if (!((x_62 < 1.0))) {
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let x_68 : f32 = x_10.x_GLF_uniform_float_values[1];
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let x_70 : f32 = x_10.x_GLF_uniform_float_values[1];
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let x_72 : f32 = x_10.x_GLF_uniform_float_values[0];
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if ((x_70 > x_72)) {
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let x_78 : f32 = x_10.x_GLF_uniform_float_values[0];
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param = x_78;
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let x_79 : f32 = f1_f1_(&(param));
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x_40 = x_79;
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} else {
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let x_81 : f32 = x_10.x_GLF_uniform_float_values[0];
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x_40 = x_81;
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}
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let x_82 : f32 = x_40;
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a_1 = (x_68 / x_82);
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let x_85 : f32 = x_10.x_GLF_uniform_float_values[0];
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let x_88 : f32 = x_10.x_GLF_uniform_float_values[0];
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let x_90 : f32 = a_1;
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let x_92 : vec3<f32> = mix(vec3<f32>(x_85, x_85, x_85), vec3<f32>(x_88, x_88, x_88), vec3<f32>(x_90, x_90, x_90));
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let x_94 : f32 = x_10.x_GLF_uniform_float_values[1];
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x_GLF_color = vec4<f32>(x_92.x, x_92.y, x_92.z, x_94);
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}
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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([[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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