mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-05-15 20:01:22 +00:00
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>
25 lines
613 B
WebGPU Shading Language
25 lines
613 B
WebGPU Shading Language
var<private> x_GLF_color : vec4<f32>;
|
|
|
|
var<private> gl_FragCoord : vec4<f32>;
|
|
|
|
fn main_1() {
|
|
let x_20 : f32 = gl_FragCoord.x;
|
|
let x_23 : f32 = gl_FragCoord.x;
|
|
let x_26 : f32 = gl_FragCoord.y;
|
|
let x_32 : f32 = gl_FragCoord.y;
|
|
x_GLF_color = vec4<f32>((x_20 * 0.00390625), (f32((i32(x_23) ^ i32(x_26))) * 0.00390625), (x_32 * 0.00390625), 1.0);
|
|
return;
|
|
}
|
|
|
|
struct main_out {
|
|
[[location(0)]]
|
|
x_GLF_color_1 : vec4<f32>;
|
|
};
|
|
|
|
[[stage(fragment)]]
|
|
fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
|
|
gl_FragCoord = gl_FragCoord_param;
|
|
main_1();
|
|
return main_out(x_GLF_color);
|
|
}
|