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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>
109 lines
3.1 KiB
Plaintext
109 lines
3.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct buf0 {
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/* 0x0000 */ packed_float2 resolution;
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};
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struct tint_array_wrapper {
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float4 arr[16];
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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_2 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_6, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
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tint_array_wrapper indexable = {};
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int2 x_80 = 0;
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int2 x_113 = 0;
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int x_119 = 0;
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int2 x_80_phi = 0;
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int x_83_phi = 0;
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int2 x_114_phi = 0;
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int2 x_116_phi = 0;
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float4 const x_58 = *(tint_symbol_6);
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float2 const x_61 = x_6.resolution;
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float2 const x_62 = (float2(x_58.x, x_58.y) / x_61);
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int const x_65 = int((x_62.x * 8.0f));
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int const x_69 = int((x_62.y * 8.0f));
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int2 const x_78 = int2(((((x_65 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_65 & 10))), 0);
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x_80_phi = x_78;
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x_83_phi = 0;
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while (true) {
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int2 x_94 = 0;
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int2 x_102 = 0;
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int x_84 = 0;
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int2 x_95_phi = 0;
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int2 x_103_phi = 0;
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x_80 = x_80_phi;
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int const x_83 = x_83_phi;
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if ((x_83 < 100)) {
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} else {
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break;
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}
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x_95_phi = x_80;
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if ((x_80.x > 0)) {
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x_94 = x_80;
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x_94.y = (x_80.y - 1);
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x_95_phi = x_94;
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}
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int2 const x_95 = x_95_phi;
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x_103_phi = x_95;
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if ((x_95.x < 0)) {
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x_102 = x_95;
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x_102.y = (x_95.y + 1);
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x_103_phi = x_102;
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}
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int2 const x_103 = x_103_phi;
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int2 x_81_1 = x_103;
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x_81_1.x = (x_103.x + (x_103.y / 2));
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int2 const x_81 = x_81_1;
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{
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x_84 = (x_83 + 1);
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x_80_phi = x_81;
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x_83_phi = x_84;
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}
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}
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int const x_108 = x_80.x;
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x_114_phi = x_80;
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if ((x_108 < 0)) {
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x_113 = x_80;
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x_113.x = -(x_108);
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x_114_phi = x_113;
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}
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int2 const x_114 = x_114_phi;
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x_116_phi = x_114;
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while (true) {
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int2 x_117 = 0;
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int2 const x_116 = x_116_phi;
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x_119 = x_116.x;
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if ((x_119 > 15)) {
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} else {
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break;
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}
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{
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x_117 = x_116;
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x_117.x = as_type<int>((x_119 - as_type<int>(16)));
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x_116_phi = x_117;
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}
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}
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tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
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indexable = tint_symbol_4;
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float4 const x_124 = indexable.arr[x_119];
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*(tint_symbol_7) = x_124;
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return;
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}
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fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) {
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thread float4 tint_symbol_8 = 0.0f;
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thread float4 tint_symbol_9 = 0.0f;
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tint_symbol_8 = gl_FragCoord_param;
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main_1(x_6, &(tint_symbol_8), &(tint_symbol_9));
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main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
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tint_symbol_2 const tint_symbol_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
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return tint_symbol_5;
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}
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