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

83 lines
2.0 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
one : f32;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_8 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : vec2<f32>;
var b : vec3<f32>;
var x_105 : bool;
var x_111 : bool;
var x_106_phi : bool;
var x_112_phi : bool;
a = vec2<f32>(1.0, 1.0);
b = vec3<f32>(0.0, 0.0, 0.0);
let x_52 : f32 = gl_FragCoord.y;
if ((i32(x_52) < 40)) {
b = vec3<f32>(0.100000001, 0.100000001, 0.100000001);
} else {
let x_59 : f32 = gl_FragCoord.y;
if ((i32(x_59) < 60)) {
b = vec3<f32>(0.200000003, 0.200000003, 0.200000003);
} else {
let x_66 : f32 = gl_FragCoord.y;
if ((x_66 < 80.0)) {
let x_72 : f32 = a.x;
let x_74 : f32 = x_8.one;
b = (cos((vec3<f32>(x_72, x_72, x_72) + vec3<f32>(x_74, x_74, x_74))) + vec3<f32>(0.01, 0.01, 0.01));
} else {
let x_82 : f32 = gl_FragCoord.y;
if ((i32(x_82) < 100)) {
let x_89 : f32 = x_8.one;
b = cos(vec3<f32>(x_89, x_89, x_89));
} else {
let x_93 : f32 = gl_FragCoord.y;
if ((i32(x_93) < 500)) {
b = vec3<f32>(0.540302277, 0.540302277, -0.99996084);
}
}
}
}
}
let x_99 : f32 = b.x;
let x_100 : bool = (x_99 < 1.019999981);
x_106_phi = x_100;
if (x_100) {
let x_104 : f32 = b.y;
x_105 = (x_104 < 1.019999981);
x_106_phi = x_105;
}
let x_106 : bool = x_106_phi;
x_112_phi = x_106;
if (x_106) {
let x_110 : f32 = b.z;
x_111 = (x_110 < 1.019999981);
x_112_phi = x_111;
}
let x_112 : bool = x_112_phi;
if (x_112) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}