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