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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>
100 lines
2.7 KiB
WebGPU Shading Language
100 lines
2.7 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 4>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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[[group(0), binding(0)]] var<uniform> x_7 : buf0;
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[[group(0), binding(1)]] var<uniform> x_10 : buf1;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var data : array<vec4<f32>, 2>;
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var b : i32;
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var y : i32;
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var i : i32;
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let x_42 : f32 = x_7.x_GLF_uniform_float_values[0];
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let x_45 : f32 = x_7.x_GLF_uniform_float_values[0];
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data = array<vec4<f32>, 2>(vec4<f32>(x_42, x_42, x_42, x_42), vec4<f32>(x_45, x_45, x_45, x_45));
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let x_49 : i32 = x_10.x_GLF_uniform_int_values[1];
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b = x_49;
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let x_51 : f32 = gl_FragCoord.y;
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let x_54 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_56 : f32 = gl_FragCoord.y;
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let x_60 : i32 = x_10.x_GLF_uniform_int_values[1];
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y = clamp(i32(x_51), (x_54 | i32(x_56)), x_60);
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let x_63 : i32 = x_10.x_GLF_uniform_int_values[1];
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i = x_63;
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loop {
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var x_82 : bool;
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var x_83_phi : bool;
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let x_68 : i32 = i;
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let x_70 : i32 = x_10.x_GLF_uniform_int_values[0];
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if ((x_68 < x_70)) {
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} else {
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break;
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}
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let x_73 : i32 = b;
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let x_75 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_76 : bool = (x_73 > x_75);
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x_83_phi = x_76;
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if (x_76) {
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let x_79 : i32 = y;
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let x_81 : i32 = x_10.x_GLF_uniform_int_values[1];
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x_82 = (x_79 > x_81);
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x_83_phi = x_82;
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}
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let x_83 : bool = x_83_phi;
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if (x_83) {
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break;
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}
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let x_86 : i32 = b;
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b = (x_86 + 1);
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continuing {
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let x_88 : i32 = i;
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i = (x_88 + 1);
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}
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}
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let x_90 : i32 = b;
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let x_92 : i32 = x_10.x_GLF_uniform_int_values[0];
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if ((x_90 == x_92)) {
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let x_97 : i32 = x_10.x_GLF_uniform_int_values[2];
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let x_99 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_101 : i32 = x_10.x_GLF_uniform_int_values[3];
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let x_104 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_107 : i32 = x_10.x_GLF_uniform_int_values[2];
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let x_110 : i32 = x_10.x_GLF_uniform_int_values[2];
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let x_113 : i32 = x_10.x_GLF_uniform_int_values[1];
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data[clamp(x_97, x_99, x_101)] = vec4<f32>(f32(x_104), f32(x_107), f32(x_110), f32(x_113));
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}
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let x_118 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_120 : vec4<f32> = data[x_118];
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x_GLF_color = vec4<f32>(x_120.x, x_120.y, x_120.z, x_120.w);
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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([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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