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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>
52 lines
1.1 KiB
WebGPU Shading Language
52 lines
1.1 KiB
WebGPU Shading Language
struct struct_base {
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data : i32;
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leftIndex : i32;
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rightIndex : i32;
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};
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[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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var<private> struct_array : array<struct_base, 3>;
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[[group(0), binding(0)]] var<uniform> x_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var index : i32;
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struct_array = array<struct_base, 3>(struct_base(1, 1, 1), struct_base(1, 1, 1), struct_base(1, 1, 1));
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index = 1;
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struct_array[1].rightIndex = 1;
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let x_39 : i32 = struct_array[1].leftIndex;
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if ((x_39 == 1)) {
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let x_45 : f32 = x_8.injectionSwitch.x;
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let x_48 : i32 = struct_array[i32(x_45)].rightIndex;
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index = x_48;
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} else {
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let x_50 : f32 = x_8.injectionSwitch.y;
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let x_53 : i32 = struct_array[i32(x_50)].leftIndex;
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index = x_53;
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}
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let x_55 : i32 = struct_array[1].leftIndex;
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if ((x_55 == 1)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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