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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>
63 lines
1.1 KiB
WebGPU Shading Language
63 lines
1.1 KiB
WebGPU Shading Language
var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn x_47() {
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discard;
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}
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fn main_1() {
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loop {
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var x_30_phi : i32;
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var x_48_phi : bool;
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x_30_phi = 0;
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loop {
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var x_31 : i32;
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let x_30 : i32 = x_30_phi;
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x_48_phi = false;
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if ((x_30 < 10)) {
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} else {
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break;
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}
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let x_37 : f32 = gl_FragCoord.y;
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if ((x_37 < 0.0)) {
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let x_42 : f32 = gl_FragCoord.x;
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if ((x_42 < 0.0)) {
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x_48_phi = false;
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break;
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} else {
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continue;
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}
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continue;
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}
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x_47();
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x_48_phi = true;
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break;
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continuing {
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x_31 = (x_30 + 1);
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x_30_phi = x_31;
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}
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}
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let x_48 : bool = x_48_phi;
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if (x_48) {
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break;
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}
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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break;
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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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