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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>
86 lines
1.6 KiB
WebGPU Shading Language
86 lines
1.6 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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var<private> array0 : array<f32, 3>;
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var<private> array1 : array<f32, 3>;
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[[group(0), binding(0)]] var<uniform> x_11 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var q : i32;
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var i : i32;
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var c : i32;
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q = 0;
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let x_55 : f32 = gl_FragCoord.x;
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i = (i32(x_55) % 3);
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c = 0;
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loop {
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let x_14 : i32 = c;
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if ((x_14 < 3)) {
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} else {
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break;
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}
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let x_15 : i32 = c;
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array0[x_15] = 0.0;
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let x_16 : i32 = c;
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array1[x_16] = 0.0;
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let x_65 : f32 = x_11.injectionSwitch.x;
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let x_18 : i32 = q;
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switch((i32(x_65) + x_18)) {
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case 51: {
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loop {
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if (true) {
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} else {
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break;
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}
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}
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let x_20 : i32 = c;
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array0[x_20] = 1.0;
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fallthrough;
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}
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case 61: {
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array1[0] = 1.0;
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let x_21 : i32 = c;
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array1[x_21] = 1.0;
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}
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case 0: {
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q = 61;
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}
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default: {
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}
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}
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continuing {
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let x_22 : i32 = c;
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c = (x_22 + 1);
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}
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}
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let x_24 : i32 = i;
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let x_79 : f32 = array1[x_24];
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let x_25 : i32 = i;
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let x_81 : f32 = array0[x_25];
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let x_26 : i32 = i;
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let x_83 : f32 = array0[x_26];
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x_GLF_color = vec4<f32>(x_79, x_81, x_83, 1.0);
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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([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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