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

106 lines
2.8 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 indexable : array<vec4<f32>, 16>;
var x_76 : vec2<i32>;
var x_109 : vec2<i32>;
var x_115 : i32;
var x_76_phi : vec2<i32>;
var x_79_phi : i32;
var x_110_phi : vec2<i32>;
var x_112_phi : vec2<i32>;
let x_55 : vec4<f32> = gl_FragCoord;
let x_58 : vec2<f32> = x_6.resolution;
let x_59 : vec2<f32> = (vec2<f32>(x_55.x, x_55.y) / x_58);
let x_62 : i32 = i32((x_59.x * 8.0));
let x_65 : i32 = i32((x_59.y * 8.0));
let x_74 : vec2<i32> = vec2<i32>(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), 0);
x_76_phi = x_74;
x_79_phi = 0;
loop {
var x_90 : vec2<i32>;
var x_98 : vec2<i32>;
var x_80 : i32;
var x_91_phi : vec2<i32>;
var x_99_phi : vec2<i32>;
x_76 = x_76_phi;
let x_79 : i32 = x_79_phi;
if ((x_79 < 100)) {
} else {
break;
}
x_91_phi = x_76;
if ((x_76.x > 0)) {
x_90 = x_76;
x_90.y = (x_76.y - 1);
x_91_phi = x_90;
}
let x_91 : vec2<i32> = x_91_phi;
x_99_phi = x_91;
if ((x_91.x < 0)) {
x_98 = x_91;
x_98.y = (x_91.y + 1);
x_99_phi = x_98;
}
let x_99 : vec2<i32> = x_99_phi;
var x_77_1 : vec2<i32> = x_99;
x_77_1.x = (x_99.x + (x_99.y / 2));
let x_77 : vec2<i32> = x_77_1;
continuing {
x_80 = (x_79 + 1);
x_76_phi = x_77;
x_79_phi = x_80;
}
}
let x_104 : i32 = x_76.x;
x_110_phi = x_76;
if ((x_104 < 0)) {
x_109 = x_76;
x_109.x = -(x_104);
x_110_phi = x_109;
}
let x_110 : vec2<i32> = x_110_phi;
x_112_phi = x_110;
loop {
var x_113 : vec2<i32>;
let x_112 : vec2<i32> = x_112_phi;
x_115 = x_112.x;
if ((x_115 > 15)) {
} else {
break;
}
continuing {
x_113 = x_112;
x_113.x = bitcast<i32>((x_115 - bitcast<i32>(16)));
x_112_phi = x_113;
}
}
indexable = 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_120 : vec4<f32> = indexable[x_115];
x_GLF_color = x_120;
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);
}