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

101 lines
3.2 KiB
HLSL

void set_float3(inout float3 vec, int idx, float val) {
vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec;
}
cbuffer cbuffer_x_7 : register(b1, space0) {
uint4 x_7[2];
};
cbuffer cbuffer_x_10 : register(b0, space0) {
uint4 x_10[4];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2x3 m23 = float2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
const float x_46 = asfloat(x_7[1].x);
m23 = float2x3(float3(x_46, 0.0f, 0.0f), float3(0.0f, x_46, 0.0f));
i = 1;
while (true) {
bool x_80 = false;
bool x_81_phi = false;
const int x_54 = i;
const int x_56 = asint(x_10[3].x);
if ((x_54 < x_56)) {
} else {
break;
}
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_60 = asint(x_10[scalar_offset / 4][scalar_offset % 4]);
const int x_62 = asint(x_10[2].x);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_64 = asfloat(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const float x_66 = m23[x_60][x_62];
set_float3(m23[x_60], x_62, (x_66 + x_64));
const float x_70 = gl_FragCoord.y;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_72 = asfloat(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((x_70 < x_72)) {
}
x_81_phi = true;
if (true) {
const float x_79 = gl_FragCoord.x;
x_80 = (x_79 < 0.0f);
x_81_phi = x_80;
}
if (!(x_81_phi)) {
break;
}
{
i = (i + 1);
}
}
const float2x3 x_87 = m23;
const int x_89 = asint(x_10[1].x);
const int x_92 = asint(x_10[1].x);
const int x_95 = asint(x_10[1].x);
const int x_98 = asint(x_10[1].x);
const int x_101 = asint(x_10[1].x);
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_104 = asint(x_10[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const float2x3 x_108 = float2x3(float3(float(x_89), float(x_92), float(x_95)), float3(float(x_98), float(x_101), float(x_104)));
bool tint_tmp = all((x_87[0u] == x_108[0u]));
if (tint_tmp) {
tint_tmp = all((x_87[1u] == x_108[1u]));
}
if ((tint_tmp)) {
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_122 = asint(x_10[scalar_offset_4 / 4][scalar_offset_4 % 4]);
const int x_125 = asint(x_10[1].x);
const int x_128 = asint(x_10[1].x);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const int x_131 = asint(x_10[scalar_offset_5 / 4][scalar_offset_5 % 4]);
x_GLF_color = float4(float(x_122), float(x_125), float(x_128), float(x_131));
} else {
const int x_135 = asint(x_10[1].x);
const float x_136 = float(x_135);
x_GLF_color = float4(x_136, x_136, x_136, x_136);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_6;
}