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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>
70 lines
1.9 KiB
HLSL
70 lines
1.9 KiB
HLSL
cbuffer cbuffer_x_8 : register(b1, space0) {
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uint4 x_8[2];
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};
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cbuffer cbuffer_x_10 : register(b2, space0) {
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uint4 x_10[1];
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};
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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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_13 : register(b0, space0) {
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uint4 x_13[2];
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};
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bool func_vf2_(inout float2 pos) {
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const float x_62 = pos.x;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_64 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]);
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if ((x_62 < x_64)) {
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return true;
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}
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const float x_69 = pos.y;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_71 = asfloat(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_69 > x_71)) {
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return false;
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}
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const float x_76 = asfloat(x_10[0].x);
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const float x_78 = asfloat(x_8[1].x);
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if ((x_76 > x_78)) {
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return true;
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}
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return true;
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}
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void main_1() {
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float2 param = float2(0.0f, 0.0f);
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const float4 x_42 = gl_FragCoord;
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param = float2(x_42.x, x_42.y);
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const bool x_44 = func_vf2_(param);
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if (x_44) {
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discard;
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}
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_48 = asint(x_13[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const int x_51 = asint(x_13[1].x);
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const int x_54 = asint(x_13[1].x);
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_57 = asint(x_13[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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x_GLF_color = float4(float(x_48), float(x_51), float(x_54), float(x_57));
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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_7 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_7;
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}
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