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

98 lines
3.5 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_77 : array<vec4<f32>, 8>;
var x_78 : array<vec4<f32>, 8>;
var x_79 : array<vec4<f32>, 8>;
var x_80 : array<vec4<f32>, 16>;
var x_89 : vec4<f32>;
var x_89_phi : vec4<f32>;
var x_92_phi : i32;
let x_81 : vec4<f32> = gl_FragCoord;
let x_84 : vec2<f32> = x_6.resolution;
let x_87 : vec2<f32> = floor(((vec2<f32>(x_81.x, x_81.y) / x_84) * 32.0));
x_89_phi = vec4<f32>(0.5, 0.5, 1.0, 1.0);
x_92_phi = 0;
loop {
var x_136 : vec4<f32>;
var x_93 : i32;
var x_121_phi : bool;
var x_90_phi : vec4<f32>;
x_89 = x_89_phi;
let x_92 : i32 = x_92_phi;
if ((x_92 < 8)) {
} else {
break;
}
var x_98 : vec4<f32>;
x_77 = 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));
x_98 = x_77[x_92];
switch(0u) {
default: {
let x_101 : f32 = x_87.x;
let x_102 : f32 = x_98.x;
if ((x_101 < x_102)) {
x_121_phi = false;
break;
}
let x_106 : f32 = x_87.y;
let x_107 : f32 = x_98.y;
if ((x_106 < x_107)) {
x_121_phi = false;
break;
}
if ((x_101 > (x_102 + x_98.z))) {
x_121_phi = false;
break;
}
if ((x_106 > (x_107 + x_98.w))) {
x_121_phi = false;
break;
}
x_121_phi = true;
}
}
let x_121 : bool = x_121_phi;
x_90_phi = x_89;
if (x_121) {
x_78 = 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_125 : f32 = x_78[x_92].x;
x_79 = 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_128 : f32 = x_79[x_92].y;
x_80 = 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));
x_136 = x_80[((((i32(x_125) * i32(x_128)) + (x_92 * 9)) + 11) % 16)];
x_90_phi = x_136;
}
let x_90 : vec4<f32> = x_90_phi;
continuing {
x_93 = (x_92 + 1);
x_89_phi = x_90;
x_92_phi = x_93;
}
}
x_GLF_color = x_89;
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);
}