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
2.1 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn makeFrame_() -> f32 {
var x_60 : f32;
var x_63_phi : f32;
loop {
var x_41 : bool;
var x_44 : f32;
var x_45 : f32;
var x_42 : bool;
var x_41_phi : bool;
var x_8_phi : i32;
var x_44_phi : f32;
var x_60_phi : f32;
var x_61_phi : bool;
x_41_phi = false;
x_8_phi = 0;
x_44_phi = 0.0;
loop {
var x_50 : f32;
var x_9 : i32;
var x_52 : bool;
var x_7 : i32;
var x_50_phi : f32;
var x_9_phi : i32;
var x_52_phi : bool;
var x_45_phi : f32;
var x_42_phi : bool;
x_41 = x_41_phi;
let x_8 : i32 = x_8_phi;
x_44 = x_44_phi;
x_60_phi = x_44;
x_61_phi = x_41;
if ((x_8 < 1)) {
} else {
break;
}
x_50_phi = x_44;
x_9_phi = x_8;
x_52_phi = x_41;
loop {
x_50 = x_50_phi;
x_9 = x_9_phi;
x_52 = x_52_phi;
let x_54 : f32 = x_6.injectionSwitch.y;
x_45_phi = x_50;
x_42_phi = x_52;
if ((1 < i32(x_54))) {
} else {
break;
}
x_45_phi = 1.0;
x_42_phi = true;
break;
continuing {
x_50_phi = 0.0;
x_9_phi = 0;
x_52_phi = false;
}
}
x_45 = x_45_phi;
x_42 = x_42_phi;
x_60_phi = x_45;
x_61_phi = x_42;
if (x_42) {
break;
}
continuing {
x_7 = bitcast<i32>((x_9 + bitcast<i32>(1)));
x_41_phi = x_42;
x_8_phi = x_7;
x_44_phi = x_45;
}
}
x_60 = x_60_phi;
let x_61 : bool = x_61_phi;
x_63_phi = x_60;
if (x_61) {
break;
}
x_63_phi = 1.0;
break;
}
let x_63 : f32 = x_63_phi;
return x_63;
}
fn main_1() {
let x_34 : f32 = makeFrame_();
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}