mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-19 04:53:39 +00:00
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>
106 lines
2.8 KiB
WebGPU Shading Language
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);
|
|
}
|