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

80 lines
1.5 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
struct StructType {
col : vec3<f32>;
bbbb : vec4<bool>;
};
[[group(0), binding(0)]] var<uniform> x_5 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_33 : StructType;
var x_38 : i32;
var x_42 : StructType;
var x_33_phi : StructType;
var x_9_phi : i32;
var x_42_phi : StructType;
var x_10_phi : i32;
x_33_phi = StructType(vec3<f32>(0.0, 0.0, 0.0), vec4<bool>(false, false, false, false));
x_9_phi = 0;
loop {
var x_34 : StructType;
var x_7 : i32;
x_33 = x_33_phi;
let x_9 : i32 = x_9_phi;
let x_37 : f32 = x_5.injectionSwitch.y;
x_38 = i32(x_37);
if ((x_9 < x_38)) {
} else {
break;
}
continuing {
x_34 = x_33;
x_34.col = vec3<f32>(1.0, 0.0, 0.0);
x_7 = (x_9 + 1);
x_33_phi = x_34;
x_9_phi = x_7;
}
}
x_42_phi = x_33;
x_10_phi = 0;
loop {
var x_43 : StructType;
var x_8 : i32;
x_42 = x_42_phi;
let x_10 : i32 = x_10_phi;
if ((x_10 < x_38)) {
} else {
break;
}
continuing {
x_43 = x_42;
x_43.col = vec3<f32>(1.0, 0.0, 0.0);
x_8 = (x_10 + 1);
x_42_phi = x_43;
x_10_phi = x_8;
}
}
let x_47 : vec3<f32> = x_42.col;
x_GLF_color = vec4<f32>(x_47.x, x_47.y, x_47.z, 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);
}