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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
2.1 KiB
WebGPU Shading Language
113 lines
2.1 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_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn makeFrame_() -> f32 {
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var x_60 : f32;
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var x_63_phi : f32;
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loop {
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var x_41 : bool;
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var x_44 : f32;
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var x_45 : f32;
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var x_42 : bool;
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var x_41_phi : bool;
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var x_8_phi : i32;
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var x_44_phi : f32;
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var x_60_phi : f32;
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var x_61_phi : bool;
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x_41_phi = false;
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x_8_phi = 0;
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x_44_phi = 0.0;
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loop {
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var x_50 : f32;
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var x_9 : i32;
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var x_52 : bool;
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var x_7 : i32;
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var x_50_phi : f32;
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var x_9_phi : i32;
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var x_52_phi : bool;
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var x_45_phi : f32;
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var x_42_phi : bool;
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x_41 = x_41_phi;
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let x_8 : i32 = x_8_phi;
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x_44 = x_44_phi;
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x_60_phi = x_44;
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x_61_phi = x_41;
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if ((x_8 < 1)) {
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} else {
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break;
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}
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x_50_phi = x_44;
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x_9_phi = x_8;
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x_52_phi = x_41;
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loop {
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x_50 = x_50_phi;
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x_9 = x_9_phi;
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x_52 = x_52_phi;
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let x_54 : f32 = x_6.injectionSwitch.y;
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x_45_phi = x_50;
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x_42_phi = x_52;
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if ((1 < i32(x_54))) {
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} else {
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break;
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}
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x_45_phi = 1.0;
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x_42_phi = true;
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break;
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continuing {
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x_50_phi = 0.0;
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x_9_phi = 0;
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x_52_phi = false;
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}
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}
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x_45 = x_45_phi;
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x_42 = x_42_phi;
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x_60_phi = x_45;
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x_61_phi = x_42;
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if (x_42) {
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break;
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}
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continuing {
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x_7 = bitcast<i32>((x_9 + bitcast<i32>(1)));
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x_41_phi = x_42;
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x_8_phi = x_7;
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x_44_phi = x_45;
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}
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}
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x_60 = x_60_phi;
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let x_61 : bool = x_61_phi;
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x_63_phi = x_60;
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if (x_61) {
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break;
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}
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x_63_phi = 1.0;
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break;
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}
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let x_63 : f32 = x_63_phi;
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return x_63;
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}
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fn main_1() {
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let x_34 : f32 = makeFrame_();
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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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() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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