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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>
76 lines
2.6 KiB
HLSL
76 lines
2.6 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_6 : register(b1, space0) {
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uint4 x_6[4];
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};
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_9 : register(b0, space0) {
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uint4 x_9[1];
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};
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void main_1() {
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int2 icoord = int2(0, 0);
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float x_40 = 0.0f;
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int2 icoord_1 = int2(0, 0);
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const float x_42 = gl_FragCoord.x;
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const float x_44 = asfloat(x_6[1].x);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_47 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]);
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if (((x_42 * x_44) > x_47)) {
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const float4 x_52 = gl_FragCoord;
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const float x_55 = asfloat(x_6[1].x);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_58 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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const float x_60 = asfloat(x_6[2].x);
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icoord = int2(((float2(x_52.x, x_52.y) * x_55) - float2(x_58, x_60)));
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const float x_65 = asfloat(x_6[2].x);
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const float x_67 = asfloat(x_6[3].x);
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const int x_69 = icoord.x;
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const int x_71 = icoord.y;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_74 = asint(x_9[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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if (((x_69 * x_71) != x_74)) {
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const float x_80 = asfloat(x_6[3].x);
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x_40 = x_80;
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} else {
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const float x_82 = asfloat(x_6[2].x);
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x_40 = x_82;
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}
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const float x_83 = x_40;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_85 = asint(x_9[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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x_GLF_color = float4(x_65, x_67, x_83, float(x_85));
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} else {
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const float4 x_88 = gl_FragCoord;
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const float x_91 = asfloat(x_6[1].x);
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const float x_94 = asfloat(x_6[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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const float x_96 = asfloat(x_6[2].x);
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icoord_1 = int2(((float2(x_88.x, x_88.y) * x_91) - float2(x_94, x_96)));
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const float x_101 = asfloat(x_6[3].x);
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const float x_103 = asfloat(x_6[3].x);
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const int x_105 = icoord_1.x;
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const float x_108 = asfloat(x_6[3].x);
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x_GLF_color = float4(x_101, x_103, float(x_105), x_108);
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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_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_3 = {x_GLF_color};
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const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_6;
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}
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