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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>
51 lines
1.4 KiB
WebGPU Shading Language
51 lines
1.4 KiB
WebGPU Shading Language
struct S {
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f1 : i32;
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f2 : mat2x2<f32>;
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};
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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_41 : mat2x2<f32>;
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var x_6 : i32;
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var x_42 : mat2x2<f32>;
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var x_49_phi : mat2x2<f32>;
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let x_44 : f32 = gl_FragCoord.x;
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if ((x_44 < 0.0)) {
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x_42 = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
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x_49_phi = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
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} else {
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x_42 = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5));
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x_49_phi = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5));
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}
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let x_49 : mat2x2<f32> = x_49_phi;
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let x_51 : S = S(1, transpose(x_49));
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let x_52 : i32 = x_51.f1;
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x_6 = x_52;
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x_41 = x_51.f2;
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let x_55 : ptr<function, f32> = &(x_41[0].x);
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let x_56 : mat2x2<f32> = x_41;
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let x_58 : ptr<function, f32> = &(x_41[1].x);
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let x_59 : mat2x2<f32> = x_41;
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let x_62 : ptr<function, f32> = &(x_41[0].y);
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let x_63 : mat2x2<f32> = x_41;
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let x_65 : ptr<function, f32> = &(x_41[1].y);
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let x_66 : mat2x2<f32> = x_41;
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x_GLF_color = vec4<f32>(f32(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_66[1u].y), f32(x_52));
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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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