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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>
72 lines
1.7 KiB
WebGPU Shading Language
72 lines
1.7 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<i32, 2>;
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[[block]]
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struct buf2 {
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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, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr_1;
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};
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type Arr_2 = [[stride(16)]] array<u32, 1>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_uint_values : Arr_2;
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};
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[[group(0), binding(2)]] var<uniform> x_8 : buf2;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_10 : buf0;
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[[group(0), binding(1)]] var<uniform> x_12 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var a : u32;
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var b : i32;
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a = 0u;
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let x_41 : i32 = x_8.x_GLF_uniform_int_values[1];
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b = x_41;
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let x_43 : f32 = gl_FragCoord.x;
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let x_45 : f32 = x_10.x_GLF_uniform_float_values[0];
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if ((x_43 < x_45)) {
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let x_50 : u32 = x_12.x_GLF_uniform_uint_values[0];
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let x_51 : u32 = a;
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b = bitcast<i32>((x_50 % x_51));
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}
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let x_54 : i32 = b;
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let x_56 : i32 = x_8.x_GLF_uniform_int_values[1];
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if ((x_54 == x_56)) {
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let x_62 : i32 = x_8.x_GLF_uniform_int_values[1];
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let x_65 : i32 = x_8.x_GLF_uniform_int_values[0];
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let x_68 : i32 = x_8.x_GLF_uniform_int_values[0];
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let x_71 : i32 = x_8.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_62), f32(x_65), f32(x_68), f32(x_71));
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} else {
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let x_75 : i32 = x_8.x_GLF_uniform_int_values[0];
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let x_76 : f32 = f32(x_75);
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x_GLF_color = vec4<f32>(x_76, x_76, x_76, x_76);
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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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