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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>
99 lines
2.0 KiB
WebGPU Shading Language
99 lines
2.0 KiB
WebGPU Shading Language
var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var m43 : mat4x3<f32>;
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var ll1 : i32;
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var rows : i32;
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var ll4 : i32;
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var ll2 : i32;
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var c : i32;
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var tempm43 : mat4x3<f32>;
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var ll3 : i32;
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var d : i32;
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var r : i32;
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var sums : array<f32, 9>;
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var idx : i32;
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m43 = mat4x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0), vec3<f32>(0.0, 0.0, 0.0));
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ll1 = 0;
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rows = 2;
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loop {
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if (true) {
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} else {
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break;
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}
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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let x_16 : i32 = ll1;
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if ((x_16 >= 5)) {
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break;
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}
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let x_17 : i32 = ll1;
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ll1 = (x_17 + 1);
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ll4 = 10;
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ll2 = 0;
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c = 0;
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loop {
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let x_19 : i32 = c;
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if ((x_19 < 1)) {
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} else {
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break;
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}
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let x_20 : i32 = ll2;
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if ((x_20 >= 0)) {
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break;
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}
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let x_21 : i32 = ll2;
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ll2 = (x_21 + 1);
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let x_92 : mat4x3<f32> = m43;
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tempm43 = x_92;
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ll3 = 0;
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d = 0;
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loop {
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let x_23 : i32 = ll4;
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if ((1 < x_23)) {
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} else {
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break;
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}
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let x_24 : i32 = d;
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let x_25 : i32 = d;
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let x_26 : i32 = d;
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let x_27 : i32 = r;
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let x_28 : i32 = r;
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let x_29 : i32 = r;
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tempm43[select(0, x_26, ((x_24 >= 0) && (x_25 < 4)))][select(0, x_29, ((x_27 >= 0) && (x_28 < 3)))] = 1.0;
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continuing {
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let x_30 : i32 = d;
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d = (x_30 + 1);
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}
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}
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let x_32 : i32 = idx;
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let x_33 : i32 = idx;
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let x_34 : i32 = idx;
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let x_111 : i32 = select(0, x_34, ((x_32 >= 0) && (x_33 < 9)));
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let x_35 : i32 = c;
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let x_113 : f32 = m43[x_35].y;
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let x_115 : f32 = sums[x_111];
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sums[x_111] = (x_115 + x_113);
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continuing {
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let x_36 : i32 = c;
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c = (x_36 + 1);
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}
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}
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let x_38 : i32 = idx;
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idx = (x_38 + 1);
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}
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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() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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