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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>
106 lines
3.0 KiB
HLSL
106 lines
3.0 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_6 : register(b0, space0) {
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uint4 x_6[1];
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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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void main_1() {
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float4 indexable[16] = (float4[16])0;
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int2 x_76 = int2(0, 0);
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int2 x_109 = int2(0, 0);
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int x_115 = 0;
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int2 x_76_phi = int2(0, 0);
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int x_79_phi = 0;
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int2 x_110_phi = int2(0, 0);
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int2 x_112_phi = int2(0, 0);
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const float4 x_55 = gl_FragCoord;
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const float2 x_58 = asfloat(x_6[0].xy);
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const float2 x_59 = (float2(x_55.x, x_55.y) / x_58);
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const int x_62 = int((x_59.x * 8.0f));
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const int x_65 = int((x_59.y * 8.0f));
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const int2 x_74 = int2(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), 0);
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x_76_phi = x_74;
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x_79_phi = 0;
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while (true) {
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int2 x_90 = int2(0, 0);
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int2 x_98 = int2(0, 0);
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int x_80 = 0;
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int2 x_91_phi = int2(0, 0);
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int2 x_99_phi = int2(0, 0);
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x_76 = x_76_phi;
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const int x_79 = x_79_phi;
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if ((x_79 < 100)) {
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} else {
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break;
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}
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x_91_phi = x_76;
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if ((x_76.x > 0)) {
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x_90 = x_76;
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x_90.y = (x_76.y - 1);
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x_91_phi = x_90;
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}
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const int2 x_91 = x_91_phi;
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x_99_phi = x_91;
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if ((x_91.x < 0)) {
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x_98 = x_91;
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x_98.y = (x_91.y + 1);
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x_99_phi = x_98;
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}
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const int2 x_99 = x_99_phi;
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int2 x_77_1 = x_99;
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x_77_1.x = (x_99.x + (x_99.y / 2));
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const int2 x_77 = x_77_1;
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{
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x_80 = (x_79 + 1);
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x_76_phi = x_77;
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x_79_phi = x_80;
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}
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}
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const int x_104 = x_76.x;
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x_110_phi = x_76;
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if ((x_104 < 0)) {
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x_109 = x_76;
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x_109.x = -(x_104);
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x_110_phi = x_109;
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}
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x_112_phi = x_110_phi;
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while (true) {
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int2 x_113 = int2(0, 0);
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const int2 x_112 = x_112_phi;
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x_115 = x_112.x;
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if ((x_115 > 15)) {
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} else {
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break;
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}
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{
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x_113 = x_112;
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x_113.x = asint((x_115 - asint(16)));
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x_112_phi = x_113;
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}
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}
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const float4 tint_symbol_5[16] = {float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)};
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indexable = tint_symbol_5;
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const float4 x_120 = indexable[x_115];
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x_GLF_color = x_120;
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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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