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

89 lines
1.5 KiB
WebGPU Shading Language

var<private> x_GLF_color : vec4<f32>;
fn func_() -> vec3<f32> {
var v : vec2<f32>;
var i : i32;
var k : i32;
v = vec2<f32>(1.0, 1.0);
i = 0;
k = 0;
loop {
let x_79 : i32 = k;
if ((x_79 < 2)) {
} else {
break;
}
let x_83 : f32 = v.y;
if (((x_83 + 1.0) > 4.0)) {
break;
}
v.y = 1.0;
let x_89 : i32 = i;
i = (x_89 + 1);
continuing {
let x_91 : i32 = k;
k = (x_91 + 1);
}
}
let x_93 : i32 = i;
if ((x_93 < 10)) {
return vec3<f32>(1.0, 0.0, 0.0);
} else {
return vec3<f32>(0.0, 0.0, 1.0);
}
return vec3<f32>(0.0, 0.0, 0.0);
}
fn main_1() {
var j : i32;
var data : array<vec3<f32>, 2>;
var j_1 : i32;
j = 0;
loop {
let x_46 : i32 = j;
if ((x_46 < 1)) {
} else {
break;
}
let x_49 : i32 = j;
let x_50 : vec3<f32> = func_();
data[x_49] = x_50;
continuing {
let x_52 : i32 = j;
j = (x_52 + 1);
}
}
j_1 = 0;
loop {
let x_58 : i32 = j_1;
if ((x_58 < 1)) {
} else {
break;
}
let x_61 : i32 = j_1;
let x_64 : vec3<f32> = func_();
data[((4 * x_61) + 1)] = x_64;
continuing {
let x_66 : i32 = j_1;
j_1 = (x_66 + 1);
}
}
let x_69 : vec3<f32> = data[0];
x_GLF_color = vec4<f32>(x_69.x, x_69.y, x_69.z, 1.0);
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}