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

57 lines
1.2 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<f32, 2>;
[[block]]
struct buf0 {
x_GLF_uniform_float_values : Arr;
};
[[block]]
struct buf1 {
zero : f32;
};
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
[[group(0), binding(1)]] var<uniform> x_9 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v0 : vec2<f32>;
var v1 : vec4<f32>;
var x_57 : vec4<f32>;
let x_32 : f32 = x_6.x_GLF_uniform_float_values[0];
v0 = vec2<f32>(x_32, x_32);
let x_35 : f32 = v0.x;
let x_36 : vec4<f32> = vec4<f32>(x_35, x_35, x_35, x_35);
v1 = x_36;
let x_38 : f32 = x_9.zero;
let x_40 : f32 = x_6.x_GLF_uniform_float_values[0];
if (!((x_38 == x_40))) {
let x_46 : f32 = x_9.zero;
let x_48 : f32 = x_6.x_GLF_uniform_float_values[1];
if ((x_46 == x_48)) {
return;
}
let x_53 : f32 = x_6.x_GLF_uniform_float_values[0];
let x_56 : vec2<f32> = (vec2<f32>(x_36.y, x_36.z) - vec2<f32>(x_53, x_53));
x_57 = vec4<f32>(x_36.x, x_56.x, x_56.y, x_36.w);
v1 = x_57;
} else {
discard;
}
x_GLF_color = x_57;
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}