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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>
98 lines
3.5 KiB
WebGPU Shading Language
98 lines
3.5 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_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var x_77 : array<vec4<f32>, 8>;
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var x_78 : array<vec4<f32>, 8>;
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var x_79 : array<vec4<f32>, 8>;
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var x_80 : array<vec4<f32>, 16>;
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var x_89 : vec4<f32>;
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var x_89_phi : vec4<f32>;
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var x_92_phi : i32;
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let x_81 : vec4<f32> = gl_FragCoord;
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let x_84 : vec2<f32> = x_6.resolution;
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let x_87 : vec2<f32> = floor(((vec2<f32>(x_81.x, x_81.y) / x_84) * 32.0));
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x_89_phi = vec4<f32>(0.5, 0.5, 1.0, 1.0);
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x_92_phi = 0;
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loop {
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var x_136 : vec4<f32>;
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var x_93 : i32;
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var x_121_phi : bool;
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var x_90_phi : vec4<f32>;
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x_89 = x_89_phi;
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let x_92 : i32 = x_92_phi;
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if ((x_92 < 8)) {
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} else {
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break;
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}
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var x_98 : vec4<f32>;
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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));
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x_98 = x_77[x_92];
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switch(0u) {
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default: {
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let x_101 : f32 = x_87.x;
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let x_102 : f32 = x_98.x;
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if ((x_101 < x_102)) {
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x_121_phi = false;
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break;
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}
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let x_106 : f32 = x_87.y;
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let x_107 : f32 = x_98.y;
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if ((x_106 < x_107)) {
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x_121_phi = false;
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break;
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}
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if ((x_101 > (x_102 + x_98.z))) {
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x_121_phi = false;
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break;
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}
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if ((x_106 > (x_107 + x_98.w))) {
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x_121_phi = false;
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break;
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}
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x_121_phi = true;
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}
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}
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let x_121 : bool = x_121_phi;
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x_90_phi = x_89;
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if (x_121) {
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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));
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let x_125 : f32 = x_78[x_92].x;
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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));
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let x_128 : f32 = x_79[x_92].y;
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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));
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x_136 = x_80[((((i32(x_125) * i32(x_128)) + (x_92 * 9)) + 11) % 16)];
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x_90_phi = x_136;
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}
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let x_90 : vec4<f32> = x_90_phi;
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continuing {
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x_93 = (x_92 + 1);
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x_89_phi = x_90;
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x_92_phi = x_93;
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}
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}
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x_GLF_color = x_89;
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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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