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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>
96 lines
2.6 KiB
WebGPU Shading Language
96 lines
2.6 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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type Arr_1 = [[stride(16)]] array<i32, 4>;
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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_7 : buf1;
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[[group(0), binding(0)]] var<uniform> x_10 : buf0;
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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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fn main_1() {
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var m23 : mat2x3<f32>;
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var i : i32;
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let x_46 : f32 = x_7.x_GLF_uniform_float_values[1];
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m23 = mat2x3<f32>(vec3<f32>(x_46, 0.0, 0.0), vec3<f32>(0.0, x_46, 0.0));
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i = 1;
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loop {
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var x_80 : bool;
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var x_81_phi : bool;
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let x_54 : i32 = i;
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let x_56 : i32 = x_10.x_GLF_uniform_int_values[3];
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if ((x_54 < x_56)) {
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} else {
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break;
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}
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let x_60 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_62 : i32 = x_10.x_GLF_uniform_int_values[2];
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let x_64 : f32 = x_7.x_GLF_uniform_float_values[0];
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let x_66 : f32 = m23[x_60][x_62];
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m23[x_60][x_62] = (x_66 + x_64);
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let x_70 : f32 = gl_FragCoord.y;
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let x_72 : f32 = x_7.x_GLF_uniform_float_values[0];
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if ((x_70 < x_72)) {
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}
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x_81_phi = true;
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if (true) {
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let x_79 : f32 = gl_FragCoord.x;
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x_80 = (x_79 < 0.0);
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x_81_phi = x_80;
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}
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let x_81 : bool = x_81_phi;
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if (!(x_81)) {
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break;
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}
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continuing {
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let x_85 : i32 = i;
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i = (x_85 + 1);
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}
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}
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let x_87 : mat2x3<f32> = m23;
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let x_89 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_92 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_95 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_98 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_101 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_104 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_108 : mat2x3<f32> = mat2x3<f32>(vec3<f32>(f32(x_89), f32(x_92), f32(x_95)), vec3<f32>(f32(x_98), f32(x_101), f32(x_104)));
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if ((all((x_87[0u] == x_108[0u])) && all((x_87[1u] == x_108[1u])))) {
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let x_122 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_125 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_128 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_131 : i32 = x_10.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_122), f32(x_125), f32(x_128), f32(x_131));
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} else {
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let x_135 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_136 : f32 = f32(x_135);
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x_GLF_color = vec4<f32>(x_136, x_136, x_136, x_136);
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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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