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

114 lines
4.0 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_20 : buf0;
var<private> x_GLF_color : vec4<f32>;
var<private> index : i32;
var<private> state : array<i32, 16>;
fn collision_vf2_vf4_(pos : ptr<function, vec2<f32>>, quad : ptr<function, vec4<f32>>) -> bool {
let x_114 : f32 = (*(pos)).x;
let x_116 : f32 = (*(quad)).x;
if ((x_114 < x_116)) {
return false;
}
let x_121 : f32 = (*(pos)).y;
let x_123 : f32 = (*(quad)).y;
if ((x_121 < x_123)) {
return false;
}
let x_128 : f32 = (*(pos)).x;
let x_130 : f32 = (*(quad)).x;
let x_132 : f32 = (*(quad)).z;
if ((x_128 > (x_130 + x_132))) {
return false;
}
let x_138 : f32 = (*(pos)).y;
let x_140 : f32 = (*(quad)).y;
let x_142 : f32 = (*(quad)).w;
if ((x_138 > (x_140 + x_142))) {
return false;
}
return true;
}
fn match_vf2_(pos_1 : ptr<function, vec2<f32>>) -> vec4<f32> {
var res : vec4<f32>;
var i : i32;
var param : vec2<f32>;
var param_1 : vec4<f32>;
var indexable : array<vec4<f32>, 8>;
var indexable_1 : array<vec4<f32>, 8>;
var indexable_2 : array<vec4<f32>, 8>;
var indexable_3 : array<vec4<f32>, 16>;
res = vec4<f32>(0.5, 0.5, 1.0, 1.0);
i = 0;
loop {
let x_152 : i32 = i;
if ((x_152 < 8)) {
} else {
break;
}
let x_155 : i32 = i;
let x_156 : vec2<f32> = *(pos_1);
param = x_156;
indexable = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
let x_158 : vec4<f32> = indexable[x_155];
param_1 = x_158;
let x_159 : bool = collision_vf2_vf4_(&(param), &(param_1));
if (x_159) {
let x_162 : i32 = i;
indexable_1 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
let x_164 : f32 = indexable_1[x_162].x;
let x_166 : i32 = i;
indexable_2 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
let x_168 : f32 = indexable_2[x_166].y;
let x_171 : i32 = i;
indexable_3 = 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_177 : vec4<f32> = indexable_3[((((i32(x_164) * i32(x_168)) + (x_171 * 9)) + 11) % 16)];
res = x_177;
}
continuing {
let x_178 : i32 = i;
i = (x_178 + 1);
}
}
let x_180 : vec4<f32> = res;
return x_180;
}
fn main_1() {
var lin : vec2<f32>;
var param_2 : vec2<f32>;
let x_102 : vec4<f32> = gl_FragCoord;
let x_105 : vec2<f32> = x_20.resolution;
lin = (vec2<f32>(x_102.x, x_102.y) / x_105);
let x_107 : vec2<f32> = lin;
lin = floor((x_107 * 32.0));
let x_110 : vec2<f32> = lin;
param_2 = x_110;
let x_111 : vec4<f32> = match_vf2_(&(param_2));
x_GLF_color = x_111;
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);
}