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

113 lines
2.4 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_10 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn func_() -> f32 {
var alwaysFalse : bool;
var value : vec4<f32>;
var a : vec2<f32>;
var i : i32;
var x_121 : bool;
var x_122_phi : bool;
let x_71 : f32 = gl_FragCoord.x;
alwaysFalse = (x_71 < -1.0);
let x_73 : bool = alwaysFalse;
if (x_73) {
let x_76 : vec2<f32> = a;
let x_77 : vec4<f32> = value;
value = vec4<f32>(x_76.x, x_76.y, x_77.z, x_77.w);
}
let x_79 : bool = alwaysFalse;
if (!(x_79)) {
let x_84 : vec2<f32> = x_10.injectionSwitch;
let x_85 : vec4<f32> = value;
value = vec4<f32>(x_84.x, x_84.y, x_85.z, x_85.w);
}
let x_87 : vec4<f32> = gl_FragCoord;
let x_89 : vec4<f32> = value;
let x_93 : vec4<f32> = value;
let x_95 : vec2<f32> = (((vec2<f32>(x_87.x, x_87.y) * vec2<f32>(x_89.x, x_89.y)) * vec2<f32>(2.0, 2.0)) + vec2<f32>(x_93.x, x_93.y));
let x_96 : vec4<f32> = value;
value = vec4<f32>(x_96.x, x_96.y, x_95.x, x_95.y);
i = 0;
loop {
let x_102 : i32 = i;
let x_104 : f32 = x_10.injectionSwitch.y;
if ((x_102 < (i32(x_104) + 1))) {
} else {
break;
}
let x_109 : i32 = i;
value.x = f32(x_109);
continuing {
let x_112 : i32 = i;
i = (x_112 + 1);
}
}
let x_115 : f32 = value.x;
let x_116 : bool = (x_115 == 1.0);
x_122_phi = x_116;
if (x_116) {
let x_120 : f32 = value.y;
x_121 = (x_120 == 1.0);
x_122_phi = x_121;
}
let x_122 : bool = x_122_phi;
if (x_122) {
return 1.0;
} else {
return 0.0;
}
return 0.0;
}
fn main_1() {
var count : i32;
var i_1 : i32;
count = 0;
i_1 = 0;
loop {
let x_51 : i32 = i_1;
let x_53 : f32 = x_10.injectionSwitch.y;
if ((x_51 < (i32(x_53) + 1))) {
} else {
break;
}
let x_58 : f32 = func_();
let x_60 : i32 = count;
count = (x_60 + i32(x_58));
continuing {
let x_62 : i32 = i_1;
i_1 = (x_62 + 1);
}
}
let x_64 : i32 = count;
if ((x_64 == 2)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}