Alastair Donaldson f7e73d4ee3 Add tests derived from VK-GL-CTS
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>
2021-07-23 13:10:12 +00:00

69 lines
1.9 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_10 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn collatz_i1_(v : ptr<function, i32>) -> i32 {
var count : i32;
count = 0;
loop {
let x_89 : i32 = *(v);
if ((x_89 > 1)) {
} else {
break;
}
let x_92 : i32 = *(v);
if (((x_92 & 1) == 1)) {
let x_98 : i32 = *(v);
*(v) = ((3 * x_98) + 1);
} else {
let x_101 : i32 = *(v);
*(v) = (x_101 / 2);
}
let x_103 : i32 = count;
count = (x_103 + 1);
}
let x_105 : i32 = count;
return x_105;
}
fn main_1() {
var lin : vec2<f32>;
var v_1 : i32;
var param : i32;
var indexable : array<vec4<f32>, 16>;
let x_63 : vec4<f32> = gl_FragCoord;
let x_66 : vec2<f32> = x_10.resolution;
lin = (vec2<f32>(x_63.x, x_63.y) / x_66);
let x_68 : vec2<f32> = lin;
lin = floor((x_68 * 8.0));
let x_72 : f32 = lin.x;
let x_76 : f32 = lin.y;
v_1 = ((i32(x_72) * 8) + i32(x_76));
let x_79 : i32 = v_1;
param = x_79;
let x_80 : i32 = collatz_i1_(&(param));
indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
let x_83 : vec4<f32> = indexable[(x_80 % 16)];
x_GLF_color = x_83;
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);
}