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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>
48 lines
1.3 KiB
HLSL
48 lines
1.3 KiB
HLSL
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_8 : register(b0, space0) {
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uint4 x_8[2];
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};
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void main_1() {
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float a = 0.0f;
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float b = 0.0f;
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float c = 0.0f;
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a = -1.0f;
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b = 1.700000048f;
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c = pow(a, b);
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const float x_30 = c;
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x_GLF_color = float4(x_30, x_30, x_30, x_30);
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bool tint_tmp = (a == -1.0f);
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if (tint_tmp) {
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tint_tmp = (b == 1.700000048f);
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}
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if ((tint_tmp)) {
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_41 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]);
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const float x_43 = asfloat(x_8[1].x);
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const float x_45 = asfloat(x_8[1].x);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_47 = asfloat(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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x_GLF_color = float4(x_41, x_43, x_45, x_47);
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} else {
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_50 = asfloat(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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x_GLF_color = float4(x_50, x_50, x_50, x_50);
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}
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol main() {
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main_1();
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const main_out tint_symbol_1 = {x_GLF_color};
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const tint_symbol tint_symbol_3 = {tint_symbol_1.x_GLF_color_1};
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return tint_symbol_3;
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}
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