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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>
113 lines
2.4 KiB
WebGPU Shading Language
113 lines
2.4 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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[[group(0), binding(0)]] var<uniform> x_9 : 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 x_43 : f32;
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var x_44 : f32;
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var x_45 : f32;
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var x_46 : i32;
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var zero : i32;
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var param : vec2<f32>;
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var temp : vec2<f32>;
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let x_47 : vec4<f32> = gl_FragCoord;
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param = vec2<f32>(x_47.x, x_47.y);
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loop {
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let x_54 : f32 = param.y;
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if ((x_54 < 50.0)) {
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let x_60 : f32 = x_9.injectionSwitch.y;
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x_44 = x_60;
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} else {
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x_44 = 0.0;
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}
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let x_61 : f32 = x_44;
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x_43 = x_61;
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let x_63 : f32 = gl_FragCoord.y;
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let x_65 : f32 = select(0.0, 1.0, (x_63 < 50.0));
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x_45 = x_65;
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if (((x_61 - x_65) < 1.0)) {
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x_46 = 0;
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break;
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}
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x_46 = 1;
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break;
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continuing {
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if (false) {
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} else {
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break;
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}
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}
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}
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let x_70 : i32 = x_46;
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zero = x_70;
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if ((x_70 == 1)) {
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return;
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}
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x_GLF_color = vec4<f32>(0.0, 1.0, 1.0, 1.0);
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let x_75 : f32 = gl_FragCoord.x;
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let x_77 : f32 = x_9.injectionSwitch.x;
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if ((x_75 >= x_77)) {
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let x_82 : f32 = gl_FragCoord.y;
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if ((x_82 >= 0.0)) {
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let x_87 : f32 = x_9.injectionSwitch.y;
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x_GLF_color.x = x_87;
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}
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}
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let x_90 : f32 = gl_FragCoord.y;
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if ((x_90 >= 0.0)) {
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let x_95 : f32 = x_9.injectionSwitch.x;
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x_GLF_color.y = x_95;
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}
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let x_97 : vec4<f32> = gl_FragCoord;
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let x_98 : vec2<f32> = vec2<f32>(x_97.x, x_97.y);
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let x_101 : vec2<f32> = vec2<f32>(x_98.x, x_98.y);
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temp = x_101;
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if ((x_101.y >= 0.0)) {
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let x_107 : f32 = x_9.injectionSwitch.x;
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x_GLF_color.z = x_107;
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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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fn alwaysZero_vf2_(coord : ptr<function, vec2<f32>>) -> i32 {
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var a : f32;
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var x_110 : f32;
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var b : f32;
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let x_112 : f32 = (*(coord)).y;
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if ((x_112 < 50.0)) {
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let x_118 : f32 = x_9.injectionSwitch.y;
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x_110 = x_118;
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} else {
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x_110 = 0.0;
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}
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let x_119 : f32 = x_110;
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a = x_119;
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let x_121 : f32 = gl_FragCoord.y;
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let x_123 : f32 = select(0.0, 1.0, (x_121 < 50.0));
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b = x_123;
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if (((x_119 - x_123) < 1.0)) {
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return 0;
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}
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return 1;
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}
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