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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>
110 lines
3.5 KiB
WebGPU Shading Language
110 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 indexable : array<vec4<f32>, 16>;
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var x_80 : vec2<i32>;
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var x_113 : vec2<i32>;
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var x_119 : i32;
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var x_80_phi : vec2<i32>;
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var x_83_phi : i32;
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var x_114_phi : vec2<i32>;
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var x_116_phi : vec2<i32>;
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let x_58 : vec4<f32> = gl_FragCoord;
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let x_61 : vec2<f32> = x_6.resolution;
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let x_62 : vec2<f32> = (vec2<f32>(x_58.x, x_58.y) / x_61);
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let x_65 : i32 = i32((x_62.x * 8.0));
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let x_66 : ptr<function, array<vec4<f32>, 16>> = &(indexable);
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let x_69 : i32 = i32((x_62.y * 8.0));
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let x_78 : vec2<i32> = vec2<i32>(((((x_65 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_65 & 10))), 0);
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x_80_phi = x_78;
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x_83_phi = 0;
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loop {
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var x_94 : vec2<i32>;
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var x_102 : vec2<i32>;
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var x_84 : i32;
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var x_95_phi : vec2<i32>;
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var x_103_phi : vec2<i32>;
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x_80 = x_80_phi;
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let x_83 : i32 = x_83_phi;
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if ((x_83 < 100)) {
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} else {
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break;
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}
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x_95_phi = x_80;
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if ((x_80.x > 0)) {
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x_94 = x_80;
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x_94.y = (x_80.y - 1);
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x_95_phi = x_94;
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}
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let x_95 : vec2<i32> = x_95_phi;
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x_103_phi = x_95;
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if ((x_95.x < 0)) {
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x_102 = x_95;
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x_102.y = (x_95.y + 1);
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x_103_phi = x_102;
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}
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let x_103 : vec2<i32> = x_103_phi;
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var x_81_1 : vec2<i32> = x_103;
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x_81_1.x = (x_103.x + (x_103.y / 2));
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let x_81 : vec2<i32> = x_81_1;
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continuing {
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x_84 = (x_83 + 1);
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x_80_phi = x_81;
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x_83_phi = x_84;
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}
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}
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let x_108 : i32 = x_80.x;
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x_114_phi = x_80;
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if ((x_108 < 0)) {
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x_113 = x_80;
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x_113.x = -(x_108);
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x_114_phi = x_113;
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}
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let x_114 : vec2<i32> = x_114_phi;
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x_116_phi = x_114;
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loop {
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var x_117 : vec2<i32>;
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let x_116 : vec2<i32> = x_116_phi;
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x_119 = x_116.x;
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if ((x_119 > 15)) {
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} else {
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break;
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}
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continuing {
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x_117 = x_116;
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x_117.x = bitcast<i32>((x_119 - bitcast<i32>(16)));
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x_116_phi = x_117;
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}
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}
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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));
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let x_124 : array<vec4<f32>, 16> = *(x_66);
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*(x_66) = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0));
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*(x_66) = x_124;
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let x_125 : vec4<f32> = indexable[x_119];
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x_GLF_color = x_125;
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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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