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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>
58 lines
1.8 KiB
WebGPU Shading Language
58 lines
1.8 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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resolution : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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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 main_1() {
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var indexable : array<vec4<f32>, 16>;
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var x_72 : i32;
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var x_72_phi : i32;
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var x_75_phi : i32;
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let x_54 : vec4<f32> = gl_FragCoord;
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let x_55 : vec2<f32> = vec2<f32>(x_54.x, x_54.y);
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let x_58 : vec2<f32> = x_6.resolution;
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let x_59 : vec2<f32> = (x_55 / x_58);
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let x_70 : i32 = (i32((x_59.x * vec4<f32>(vec4<f32>(0.0, x_55, 0.5).w, 10.0, vec2<f32>(0.0, 0.0)).y)) + (i32((x_59.y * 10.0)) * 10));
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x_72_phi = 100;
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x_75_phi = 0;
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loop {
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var x_73 : i32;
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var x_76 : i32;
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x_72 = x_72_phi;
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let x_75 : i32 = x_75_phi;
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if ((x_75 < x_70)) {
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} else {
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break;
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}
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continuing {
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x_73 = (((4 * bitcast<i32>(x_72)) * (1000 - bitcast<i32>(x_72))) / 1000);
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x_76 = (x_75 + 1);
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x_72_phi = x_73;
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x_75_phi = x_76;
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}
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}
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indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_84 : vec4<f32> = indexable[bitcast<i32>((x_72 % 16))];
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x_GLF_color = x_84;
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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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