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

113 lines
2.4 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> x_9 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_43 : f32;
var x_44 : f32;
var x_45 : f32;
var x_46 : i32;
var zero : i32;
var param : vec2<f32>;
var temp : vec2<f32>;
let x_47 : vec4<f32> = gl_FragCoord;
param = vec2<f32>(x_47.x, x_47.y);
loop {
let x_54 : f32 = param.y;
if ((x_54 < 50.0)) {
let x_60 : f32 = x_9.injectionSwitch.y;
x_44 = x_60;
} else {
x_44 = 0.0;
}
let x_61 : f32 = x_44;
x_43 = x_61;
let x_63 : f32 = gl_FragCoord.y;
let x_65 : f32 = select(0.0, 1.0, (x_63 < 50.0));
x_45 = x_65;
if (((x_61 - x_65) < 1.0)) {
x_46 = 0;
break;
}
x_46 = 1;
break;
continuing {
if (false) {
} else {
break;
}
}
}
let x_70 : i32 = x_46;
zero = x_70;
if ((x_70 == 1)) {
return;
}
x_GLF_color = vec4<f32>(0.0, 1.0, 1.0, 1.0);
let x_75 : f32 = gl_FragCoord.x;
let x_77 : f32 = x_9.injectionSwitch.x;
if ((x_75 >= x_77)) {
let x_82 : f32 = gl_FragCoord.y;
if ((x_82 >= 0.0)) {
let x_87 : f32 = x_9.injectionSwitch.y;
x_GLF_color.x = x_87;
}
}
let x_90 : f32 = gl_FragCoord.y;
if ((x_90 >= 0.0)) {
let x_95 : f32 = x_9.injectionSwitch.x;
x_GLF_color.y = x_95;
}
let x_97 : vec4<f32> = gl_FragCoord;
let x_98 : vec2<f32> = vec2<f32>(x_97.x, x_97.y);
let x_101 : vec2<f32> = vec2<f32>(x_98.x, x_98.y);
temp = x_101;
if ((x_101.y >= 0.0)) {
let x_107 : f32 = x_9.injectionSwitch.x;
x_GLF_color.z = x_107;
}
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);
}
fn alwaysZero_vf2_(coord : ptr<function, vec2<f32>>) -> i32 {
var a : f32;
var x_110 : f32;
var b : f32;
let x_112 : f32 = (*(coord)).y;
if ((x_112 < 50.0)) {
let x_118 : f32 = x_9.injectionSwitch.y;
x_110 = x_118;
} else {
x_110 = 0.0;
}
let x_119 : f32 = x_110;
a = x_119;
let x_121 : f32 = gl_FragCoord.y;
let x_123 : f32 = select(0.0, 1.0, (x_121 < 50.0));
b = x_123;
if (((x_119 - x_123) < 1.0)) {
return 0;
}
return 1;
}