GLSL: add .expected.glsl files for all tests.
Bug: tint:1301
Change-Id: Id3a591a2fa0dfdb112046d5c57defbae07483e0d
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69480
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
diff --git a/test/shader_io/fragment_input_mixed.wgsl.expected.glsl b/test/shader_io/fragment_input_mixed.wgsl.expected.glsl
new file mode 100644
index 0000000..2b31e3c
--- /dev/null
+++ b/test/shader_io/fragment_input_mixed.wgsl.expected.glsl
@@ -0,0 +1,66 @@
+SKIP: FAILED
+
+#version 310 es
+precision mediump float;
+
+struct FragmentInputs0 {
+ vec4 position;
+ int loc0;
+};
+struct FragmentInputs1 {
+ vec4 loc3;
+ uint sample_mask;
+};
+struct tint_symbol_2 {
+ int loc0;
+ uint loc1;
+ float loc2;
+ vec4 loc3;
+ vec4 position;
+ bool front_facing;
+ uint sample_index;
+ uint sample_mask;
+};
+
+void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
+ if (front_facing) {
+ vec4 foo = inputs0.position;
+ uint bar = (sample_index + inputs1.sample_mask);
+ int i = inputs0.loc0;
+ uint u = loc1;
+ float f = loc2;
+ vec4 v = inputs1.loc3;
+ }
+}
+
+void tint_symbol(tint_symbol_2 tint_symbol_1) {
+ FragmentInputs0 tint_symbol_3 = FragmentInputs0(tint_symbol_1.position, tint_symbol_1.loc0);
+ FragmentInputs1 tint_symbol_4 = FragmentInputs1(tint_symbol_1.loc3, tint_symbol_1.sample_mask);
+ tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2);
+ return;
+}
+in int loc0;
+in uint loc1;
+in float loc2;
+in vec4 loc3;
+void main() {
+ tint_symbol_2 inputs;
+ inputs.loc0 = loc0;
+ inputs.loc1 = loc1;
+ inputs.loc2 = loc2;
+ inputs.loc3 = loc3;
+ inputs.position = gl_FragCoord;
+ inputs.front_facing = gl_FrontFacing;
+ inputs.sample_index = uint(gl_SampleID);
+ inputs.sample_mask = uint(gl_SampleMask);
+ tint_symbol(inputs);
+}
+
+
+Error parsing GLSL shader:
+ERROR: 0:40: 'int' : must be qualified as flat in
+ERROR: 0:40: '' : compilation terminated
+ERROR: 2 compilation errors. No code generated.
+
+
+