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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>
78 lines
2.7 KiB
Plaintext
78 lines
2.7 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_padded_array_element {
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/* 0x0000 */ int el;
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/* 0x0004 */ int8_t tint_pad[12];
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};
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struct tint_array_wrapper {
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/* 0x0000 */ tint_padded_array_element arr[2];
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};
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struct buf0 {
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/* 0x0000 */ tint_array_wrapper x_GLF_uniform_int_values;
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};
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struct tint_padded_array_element_1 {
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/* 0x0000 */ float el;
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/* 0x0004 */ int8_t tint_pad_1[12];
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};
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struct tint_array_wrapper_1 {
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/* 0x0000 */ tint_padded_array_element_1 arr[4];
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};
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struct buf1 {
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/* 0x0000 */ tint_array_wrapper_1 x_GLF_uniform_float_values;
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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 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_6, constant buf1& x_9, thread float4* const tint_symbol_4) {
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int a = 0;
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float4 v = 0.0f;
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float3x4 m = float3x4(0.0f);
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float4x4 indexable = float4x4(0.0f);
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int const x_44 = x_6.x_GLF_uniform_int_values.arr[0].el;
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a = x_44;
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float const x_46 = x_9.x_GLF_uniform_float_values.arr[2].el;
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v = float4(x_46, x_46, x_46, x_46);
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float const x_49 = x_9.x_GLF_uniform_float_values.arr[3].el;
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m = float3x4(float4(x_49, 0.0f, 0.0f, 0.0f), float4(0.0f, x_49, 0.0f, 0.0f), float4(0.0f, 0.0f, x_49, 0.0f));
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int const x_54 = a;
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int const x_55 = a;
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float const x_57 = x_9.x_GLF_uniform_float_values.arr[0].el;
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m[x_54][x_55] = x_57;
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int const x_59 = a;
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float3x4 const x_60 = m;
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int const x_78 = a;
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int const x_79 = a;
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indexable = float4x4(float4(x_60[0u].x, x_60[0u].y, x_60[0u].z, x_60[0u].w), float4(x_60[1u].x, x_60[1u].y, x_60[1u].z, x_60[1u].w), float4(x_60[2u].x, x_60[2u].y, x_60[2u].z, x_60[2u].w), float4(0.0f, 0.0f, 0.0f, 1.0f));
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float const x_81 = indexable[x_78][x_79];
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float const x_83 = v[x_59];
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v[x_59] = (x_83 + x_81);
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float const x_87 = v.y;
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float const x_89 = x_9.x_GLF_uniform_float_values.arr[1].el;
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if ((x_87 == x_89)) {
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int const x_95 = x_6.x_GLF_uniform_int_values.arr[0].el;
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int const x_98 = x_6.x_GLF_uniform_int_values.arr[1].el;
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int const x_101 = x_6.x_GLF_uniform_int_values.arr[1].el;
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int const x_104 = x_6.x_GLF_uniform_int_values.arr[0].el;
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*(tint_symbol_4) = float4(float(x_95), float(x_98), float(x_101), float(x_104));
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} else {
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int const x_108 = x_6.x_GLF_uniform_int_values.arr[1].el;
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float const x_109 = float(x_108);
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*(tint_symbol_4) = float4(x_109, x_109, x_109, x_109);
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}
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return;
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}
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fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]], constant buf1& x_9 [[buffer(1)]]) {
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thread float4 tint_symbol_5 = 0.0f;
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main_1(x_6, x_9, &(tint_symbol_5));
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main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5};
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tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1};
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return tint_symbol_3;
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}
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