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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>
115 lines
4.0 KiB
WebGPU Shading Language
115 lines
4.0 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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resolution : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_20 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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var<private> index : i32;
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var<private> state : array<i32, 16>;
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fn collision_vf2_vf4_(pos : ptr<function, vec2<f32>>, quad : ptr<function, vec4<f32>>) -> bool {
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var x_116 : vec4<bool> = vec4<bool>(false, false, false, false);
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let x_118 : f32 = (*(pos)).x;
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let x_120 : f32 = (*(quad)).x;
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if ((x_118 < x_120)) {
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return false;
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}
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let x_125 : f32 = (*(pos)).y;
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let x_127 : f32 = (*(quad)).y;
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if ((x_125 < x_127)) {
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return false;
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}
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let x_132 : f32 = (*(pos)).x;
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let x_134 : f32 = (*(quad)).x;
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let x_136 : f32 = (*(quad)).z;
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if ((x_132 > (x_134 + x_136))) {
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return false;
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}
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let x_142 : f32 = (*(pos)).y;
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let x_144 : f32 = (*(quad)).y;
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let x_146 : f32 = (*(quad)).w;
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if ((x_142 > (x_144 + x_146))) {
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return false;
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}
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return true;
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}
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fn match_vf2_(pos_1 : ptr<function, vec2<f32>>) -> vec4<f32> {
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var res : vec4<f32>;
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var i : i32;
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var param : vec2<f32>;
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var param_1 : vec4<f32>;
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var indexable : array<vec4<f32>, 8>;
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var indexable_1 : array<vec4<f32>, 8>;
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var indexable_2 : array<vec4<f32>, 8>;
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var indexable_3 : array<vec4<f32>, 16>;
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res = vec4<f32>(0.5, 0.5, 1.0, 1.0);
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i = 0;
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loop {
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let x_156 : i32 = i;
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if ((x_156 < 8)) {
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} else {
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break;
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}
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let x_159 : i32 = i;
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let x_160 : vec2<f32> = *(pos_1);
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param = x_160;
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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));
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let x_162 : vec4<f32> = indexable[x_159];
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param_1 = x_162;
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let x_163 : bool = collision_vf2_vf4_(&(param), &(param_1));
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if (x_163) {
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let x_166 : i32 = i;
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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));
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let x_168 : f32 = indexable_1[x_166].x;
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let x_170 : i32 = i;
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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));
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let x_172 : f32 = indexable_2[x_170].y;
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let x_175 : i32 = i;
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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));
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let x_181 : vec4<f32> = indexable_3[((((i32(x_168) * i32(x_172)) + (x_175 * 9)) + 11) % 16)];
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res = x_181;
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}
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continuing {
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let x_182 : i32 = i;
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i = (x_182 + 1);
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}
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}
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let x_184 : vec4<f32> = res;
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return x_184;
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}
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fn main_1() {
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var lin : vec2<f32>;
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var param_2 : vec2<f32>;
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let x_105 : vec4<f32> = gl_FragCoord;
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let x_108 : vec2<f32> = x_20.resolution;
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lin = (vec2<f32>(x_105.x, x_105.y) / x_108);
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let x_110 : vec2<f32> = lin;
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lin = floor((x_110 * 32.0));
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let x_113 : vec2<f32> = lin;
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param_2 = x_113;
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let x_114 : vec4<f32> = match_vf2_(&(param_2));
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x_GLF_color = x_114;
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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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