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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>
69 lines
1.9 KiB
WebGPU Shading Language
69 lines
1.9 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_10 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn collatz_i1_(v : ptr<function, i32>) -> i32 {
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var count : i32;
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count = 0;
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loop {
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let x_89 : i32 = *(v);
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if ((x_89 > 1)) {
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} else {
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break;
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}
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let x_92 : i32 = *(v);
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if (((x_92 & 1) == 1)) {
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let x_98 : i32 = *(v);
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*(v) = ((3 * x_98) + 1);
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} else {
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let x_101 : i32 = *(v);
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*(v) = (x_101 / 2);
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}
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let x_103 : i32 = count;
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count = (x_103 + 1);
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}
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let x_105 : i32 = count;
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return x_105;
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}
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fn main_1() {
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var lin : vec2<f32>;
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var v_1 : i32;
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var param : i32;
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var indexable : array<vec4<f32>, 16>;
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let x_63 : vec4<f32> = gl_FragCoord;
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let x_66 : vec2<f32> = x_10.resolution;
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lin = (vec2<f32>(x_63.x, x_63.y) / x_66);
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let x_68 : vec2<f32> = lin;
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lin = floor((x_68 * 8.0));
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let x_72 : f32 = lin.x;
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let x_76 : f32 = lin.y;
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v_1 = ((i32(x_72) * 8) + i32(x_76));
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let x_79 : i32 = v_1;
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param = x_79;
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let x_80 : i32 = collatz_i1_(&(param));
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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_83 : vec4<f32> = indexable[(x_80 % 16)];
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x_GLF_color = x_83;
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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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