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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>
96 lines
2.9 KiB
HLSL
96 lines
2.9 KiB
HLSL
cbuffer cbuffer_x_7 : register(b0, space0) {
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uint4 x_7[1];
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};
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cbuffer cbuffer_x_10 : register(b1, space0) {
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uint4 x_10[4];
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};
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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float4 data[2] = (float4[2])0;
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int b = 0;
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int y = 0;
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int i = 0;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_42 = asfloat(x_7[scalar_offset / 4][scalar_offset % 4]);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_45 = asfloat(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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const float4 tint_symbol_6[2] = {float4(x_42, x_42, x_42, x_42), float4(x_45, x_45, x_45, x_45)};
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data = tint_symbol_6;
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const int x_49 = asint(x_10[1].x);
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b = x_49;
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const float x_51 = gl_FragCoord.y;
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const int x_54 = asint(x_10[1].x);
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const float x_56 = gl_FragCoord.y;
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const int x_60 = asint(x_10[1].x);
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y = clamp(int(x_51), (x_54 | int(x_56)), x_60);
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const int x_63 = asint(x_10[1].x);
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i = x_63;
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while (true) {
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bool x_82 = false;
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bool x_83_phi = false;
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const int x_68 = i;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_70 = asint(x_10[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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if ((x_68 < x_70)) {
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} else {
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break;
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}
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const int x_73 = b;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_75 = asint(x_10[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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const bool x_76 = (x_73 > x_75);
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x_83_phi = x_76;
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if (x_76) {
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const int x_79 = y;
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const int x_81 = asint(x_10[1].x);
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x_82 = (x_79 > x_81);
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x_83_phi = x_82;
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}
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if (x_83_phi) {
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break;
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}
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b = (b + 1);
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{
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i = (i + 1);
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}
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}
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const int x_90 = b;
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const int x_92 = asint(x_10[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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if ((x_90 == x_92)) {
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const int x_97 = asint(x_10[2].x);
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const int x_99 = asint(x_10[1].x);
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const int x_101 = asint(x_10[3].x);
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const int x_104 = asint(x_10[1].x);
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const int x_107 = asint(x_10[2].x);
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const int x_110 = asint(x_10[2].x);
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const int x_113 = asint(x_10[1].x);
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data[clamp(x_97, x_99, x_101)] = float4(float(x_104), float(x_107), float(x_110), float(x_113));
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}
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const int x_118 = asint(x_10[1].x);
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const float4 x_120 = data[x_118];
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x_GLF_color = float4(x_120.x, x_120.y, x_120.z, x_120.w);
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_3 = {x_GLF_color};
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const tint_symbol_2 tint_symbol_7 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_7;
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}
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