Add e2e test for crbug.com/tint/1118
Bug: tint:1118
Change-Id: I1a833ea377fe2f11f58186cdb2e160907c1f05e6
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/84400
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Antonio Maiorano <amaiorano@google.com>
diff --git a/test/tint/bug/tint/1118.wgsl b/test/tint/bug/tint/1118.wgsl
new file mode 100644
index 0000000..e425324
--- /dev/null
+++ b/test/tint/bug/tint/1118.wgsl
@@ -0,0 +1,117 @@
+struct Scene {
+ vEyePosition : vec4<f32>;
+};
+
+struct Material {
+ vDiffuseColor : vec4<f32>;
+ vAmbientColor : vec3<f32>;
+ dummy: f32;
+ vEmissiveColor : vec3<f32>;
+ dummy2: f32;
+};
+
+struct Mesh {
+ visibility : f32;
+};
+
+var<private> fClipDistance3 : f32;
+
+var<private> fClipDistance4 : f32;
+
+@group(0) @binding(0) var<uniform> x_29 : Scene;
+
+@group(0) @binding(1) var<uniform> x_49 : Material;
+
+@group(0) @binding(2) var<uniform> x_137 : Mesh;
+
+var<private> glFragColor : vec4<f32>;
+
+fn main_1() {
+ var viewDirectionW : vec3<f32>;
+ var baseColor : vec4<f32>;
+ var diffuseColor : vec3<f32>;
+ var alpha : f32;
+ var normalW : vec3<f32>;
+ var uvOffset : vec2<f32>;
+ var baseAmbientColor : vec3<f32>;
+ var glossiness : f32;
+ var diffuseBase : vec3<f32>;
+ var shadow : f32;
+ var refractionColor : vec4<f32>;
+ var reflectionColor : vec4<f32>;
+ var emissiveColor : vec3<f32>;
+ var finalDiffuse : vec3<f32>;
+ var finalSpecular : vec3<f32>;
+ var color : vec4<f32>;
+ let x_9 : f32 = fClipDistance3;
+ if ((x_9 > 0.0)) {
+ discard;
+ }
+ let x_17 : f32 = fClipDistance4;
+ if ((x_17 > 0.0)) {
+ discard;
+ }
+ let x_34 : vec4<f32> = x_29.vEyePosition;
+ let x_38 : vec3<f32> = vec3<f32>(0., 0., 0.);
+ viewDirectionW = normalize((vec3<f32>(x_34.x, x_34.y, x_34.z) - x_38));
+ baseColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
+ let x_52 : vec4<f32> = x_49.vDiffuseColor;
+ diffuseColor = vec3<f32>(x_52.x, x_52.y, x_52.z);
+ let x_60 : f32 = x_49.vDiffuseColor.w;
+ alpha = x_60;
+ let x_62 : vec3<f32> = vec3<f32>(0., 0., 0.);
+ let x_64 : vec3<f32> = vec3<f32>(0., 0., 0.);
+ normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
+ uvOffset = vec2<f32>(0.0, 0.0);
+ let x_74 : vec4<f32> = vec4<f32>(0., 0., 0., 0.);
+ let x_76 : vec4<f32> = baseColor;
+ let x_78 : vec3<f32> = (vec3<f32>(x_76.x, x_76.y, x_76.z) * vec3<f32>(x_74.x, x_74.y, x_74.z));
+ let x_79 : vec4<f32> = baseColor;
+ baseColor = vec4<f32>(x_78.x, x_78.y, x_78.z, x_79.w);
+ baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
+ glossiness = 0.0;
+ diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
+ shadow = 1.0;
+ refractionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ reflectionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ let x_94 : vec3<f32> = x_49.vEmissiveColor;
+ emissiveColor = x_94;
+ let x_96 : vec3<f32> = diffuseBase;
+ let x_97 : vec3<f32> = diffuseColor;
+ let x_99 : vec3<f32> = emissiveColor;
+ let x_103 : vec3<f32> = x_49.vAmbientColor;
+ let x_108 : vec4<f32> = baseColor;
+ finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(1.0, 1.0, 1.0)) * vec3<f32>(x_108.x, x_108.y, x_108.z));
+ finalSpecular = vec3<f32>(0.0, 0.0, 0.0);
+ let x_113 : vec3<f32> = finalDiffuse;
+ let x_114 : vec3<f32> = baseAmbientColor;
+ let x_116 : vec3<f32> = finalSpecular;
+ let x_118 : vec4<f32> = reflectionColor;
+ let x_121 : vec4<f32> = refractionColor;
+ let x_123 : vec3<f32> = ((((x_113 * x_114) + x_116) + vec3<f32>(x_118.x, x_118.y, x_118.z)) + vec3<f32>(x_121.x, x_121.y, x_121.z));
+ let x_124 : f32 = alpha;
+ color = vec4<f32>(x_123.x, x_123.y, x_123.z, x_124);
+ let x_129 : vec4<f32> = color;
+ let x_132 : vec3<f32> = max(vec3<f32>(x_129.x, x_129.y, x_129.z), vec3<f32>(0.0, 0.0, 0.0));
+ let x_133 : vec4<f32> = color;
+ color = vec4<f32>(x_132.x, x_132.y, x_132.z, x_133.w);
+ let x_140 : f32 = x_137.visibility;
+ let x_142 : f32 = color.w;
+ color.w = (x_142 * x_140);
+ let x_147 : vec4<f32> = color;
+ glFragColor = x_147;
+ return;
+}
+
+struct main_out {
+ @location(0)
+ glFragColor_1 : vec4<f32>;
+};
+
+@stage(fragment)
+fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out {
+ fClipDistance3 = fClipDistance3_param;
+ fClipDistance4 = fClipDistance4_param;
+ main_1();
+ return main_out(glFragColor);
+}
diff --git a/test/tint/bug/tint/1118.wgsl.expected.glsl b/test/tint/bug/tint/1118.wgsl.expected.glsl
new file mode 100644
index 0000000..7f61d30
--- /dev/null
+++ b/test/tint/bug/tint/1118.wgsl.expected.glsl
@@ -0,0 +1,126 @@
+#version 310 es
+precision mediump float;
+
+layout(location = 2) in float fClipDistance3_param_1;
+layout(location = 3) in float fClipDistance4_param_1;
+layout(location = 0) out vec4 glFragColor_1_1;
+struct Scene {
+ vec4 vEyePosition;
+};
+
+struct Material {
+ vec4 vDiffuseColor;
+ vec3 vAmbientColor;
+ float dummy;
+ vec3 vEmissiveColor;
+ float dummy2;
+};
+
+struct Mesh {
+ float visibility;
+};
+
+float fClipDistance3 = 0.0f;
+float fClipDistance4 = 0.0f;
+layout(binding = 0) uniform Scene_1 {
+ vec4 vEyePosition;
+} x_29;
+
+layout(binding = 1) uniform Material_1 {
+ vec4 vDiffuseColor;
+ vec3 vAmbientColor;
+ float dummy;
+ vec3 vEmissiveColor;
+ float dummy2;
+} x_49;
+
+layout(binding = 2) uniform Mesh_1 {
+ float visibility;
+} x_137;
+
+vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
+void main_1() {
+ vec3 viewDirectionW = vec3(0.0f, 0.0f, 0.0f);
+ vec4 baseColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
+ vec3 diffuseColor = vec3(0.0f, 0.0f, 0.0f);
+ float alpha = 0.0f;
+ vec3 normalW = vec3(0.0f, 0.0f, 0.0f);
+ vec2 uvOffset = vec2(0.0f, 0.0f);
+ vec3 baseAmbientColor = vec3(0.0f, 0.0f, 0.0f);
+ float glossiness = 0.0f;
+ vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f);
+ float shadow = 0.0f;
+ vec4 refractionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
+ vec4 reflectionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
+ vec3 emissiveColor = vec3(0.0f, 0.0f, 0.0f);
+ vec3 finalDiffuse = vec3(0.0f, 0.0f, 0.0f);
+ vec3 finalSpecular = vec3(0.0f, 0.0f, 0.0f);
+ vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
+ if ((fClipDistance3 > 0.0f)) {
+ discard;
+ }
+ if ((fClipDistance4 > 0.0f)) {
+ discard;
+ }
+ vec4 x_34 = x_29.vEyePosition;
+ vec3 x_38 = vec3(0.0f, 0.0f, 0.0f);
+ viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38));
+ baseColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
+ vec4 x_52 = x_49.vDiffuseColor;
+ diffuseColor = vec3(x_52.x, x_52.y, x_52.z);
+ float x_60 = x_49.vDiffuseColor.w;
+ alpha = x_60;
+ vec3 x_62 = vec3(0.0f, 0.0f, 0.0f);
+ vec3 x_64 = vec3(0.0f, 0.0f, 0.0f);
+ normalW = normalize(-(cross(dFdx(x_62), dFdy(x_64))));
+ uvOffset = vec2(0.0f, 0.0f);
+ vec4 x_74 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
+ vec4 x_76 = baseColor;
+ vec3 x_78 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z));
+ baseColor = vec4(x_78.x, x_78.y, x_78.z, baseColor.w);
+ baseAmbientColor = vec3(1.0f, 1.0f, 1.0f);
+ glossiness = 0.0f;
+ diffuseBase = vec3(0.0f, 0.0f, 0.0f);
+ shadow = 1.0f;
+ refractionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ reflectionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ vec3 x_94 = x_49.vEmissiveColor;
+ emissiveColor = x_94;
+ vec3 x_96 = diffuseBase;
+ vec3 x_97 = diffuseColor;
+ vec3 x_99 = emissiveColor;
+ vec3 x_103 = x_49.vAmbientColor;
+ vec4 x_108 = baseColor;
+ finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 1.0f, 1.0f)) * vec3(x_108.x, x_108.y, x_108.z));
+ finalSpecular = vec3(0.0f, 0.0f, 0.0f);
+ vec4 x_118 = reflectionColor;
+ vec4 x_121 = refractionColor;
+ vec3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z));
+ color = vec4(x_123.x, x_123.y, x_123.z, alpha);
+ vec4 x_129 = color;
+ vec3 x_132 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0f, 0.0f, 0.0f));
+ color = vec4(x_132.x, x_132.y, x_132.z, color.w);
+ float x_140 = x_137.visibility;
+ float x_142 = color.w;
+ color.w = (x_142 * x_140);
+ glFragColor = color;
+ return;
+}
+
+struct main_out {
+ vec4 glFragColor_1;
+};
+
+main_out tint_symbol(float fClipDistance3_param, float fClipDistance4_param) {
+ fClipDistance3 = fClipDistance3_param;
+ fClipDistance4 = fClipDistance4_param;
+ main_1();
+ main_out tint_symbol_1 = main_out(glFragColor);
+ return tint_symbol_1;
+}
+
+void main() {
+ main_out inner_result = tint_symbol(fClipDistance3_param_1, fClipDistance4_param_1);
+ glFragColor_1_1 = inner_result.glFragColor_1;
+ return;
+}
diff --git a/test/tint/bug/tint/1118.wgsl.expected.hlsl b/test/tint/bug/tint/1118.wgsl.expected.hlsl
new file mode 100644
index 0000000..9d86c0e
--- /dev/null
+++ b/test/tint/bug/tint/1118.wgsl.expected.hlsl
@@ -0,0 +1,110 @@
+SKIP: FAILED
+
+static float fClipDistance3 = 0.0f;
+static float fClipDistance4 = 0.0f;
+cbuffer cbuffer_x_29 : register(b0, space0) {
+ uint4 x_29[1];
+};
+cbuffer cbuffer_x_49 : register(b1, space0) {
+ uint4 x_49[3];
+};
+cbuffer cbuffer_x_137 : register(b2, space0) {
+ uint4 x_137[1];
+};
+static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+void main_1() {
+ float3 viewDirectionW = float3(0.0f, 0.0f, 0.0f);
+ float4 baseColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float3 diffuseColor = float3(0.0f, 0.0f, 0.0f);
+ float alpha = 0.0f;
+ float3 normalW = float3(0.0f, 0.0f, 0.0f);
+ float2 uvOffset = float2(0.0f, 0.0f);
+ float3 baseAmbientColor = float3(0.0f, 0.0f, 0.0f);
+ float glossiness = 0.0f;
+ float3 diffuseBase = float3(0.0f, 0.0f, 0.0f);
+ float shadow = 0.0f;
+ float4 refractionColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float4 reflectionColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float3 emissiveColor = float3(0.0f, 0.0f, 0.0f);
+ float3 finalDiffuse = float3(0.0f, 0.0f, 0.0f);
+ float3 finalSpecular = float3(0.0f, 0.0f, 0.0f);
+ float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ if ((fClipDistance3 > 0.0f)) {
+ discard;
+ }
+ if ((fClipDistance4 > 0.0f)) {
+ discard;
+ }
+ const float4 x_34 = asfloat(x_29[0]);
+ const float3 x_38 = float3(0.0f, 0.0f, 0.0f);
+ viewDirectionW = normalize((float3(x_34.x, x_34.y, x_34.z) - x_38));
+ baseColor = float4(1.0f, 1.0f, 1.0f, 1.0f);
+ const float4 x_52 = asfloat(x_49[0]);
+ diffuseColor = float3(x_52.x, x_52.y, x_52.z);
+ const float x_60 = asfloat(x_49[0].w);
+ alpha = x_60;
+ const float3 x_62 = float3(0.0f, 0.0f, 0.0f);
+ const float3 x_64 = float3(0.0f, 0.0f, 0.0f);
+ normalW = normalize(-(cross(ddx(x_62), ddy(x_64))));
+ uvOffset = float2(0.0f, 0.0f);
+ const float4 x_74 = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ const float4 x_76 = baseColor;
+ const float3 x_78 = (float3(x_76.x, x_76.y, x_76.z) * float3(x_74.x, x_74.y, x_74.z));
+ baseColor = float4(x_78.x, x_78.y, x_78.z, baseColor.w);
+ baseAmbientColor = float3(1.0f, 1.0f, 1.0f);
+ glossiness = 0.0f;
+ diffuseBase = float3(0.0f, 0.0f, 0.0f);
+ shadow = 1.0f;
+ refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
+ reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
+ const float3 x_94 = asfloat(x_49[2].xyz);
+ emissiveColor = x_94;
+ const float3 x_96 = diffuseBase;
+ const float3 x_97 = diffuseColor;
+ const float3 x_99 = emissiveColor;
+ const float3 x_103 = asfloat(x_49[1].xyz);
+ const float4 x_108 = baseColor;
+ finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)) * float3(x_108.x, x_108.y, x_108.z));
+ finalSpecular = float3(0.0f, 0.0f, 0.0f);
+ const float4 x_118 = reflectionColor;
+ const float4 x_121 = refractionColor;
+ const float3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + float3(x_118.x, x_118.y, x_118.z)) + float3(x_121.x, x_121.y, x_121.z));
+ color = float4(x_123.x, x_123.y, x_123.z, alpha);
+ const float4 x_129 = color;
+ const float3 x_132 = max(float3(x_129.x, x_129.y, x_129.z), float3(0.0f, 0.0f, 0.0f));
+ color = float4(x_132.x, x_132.y, x_132.z, color.w);
+ const float x_140 = asfloat(x_137[0].x);
+ const float x_142 = color.w;
+ color.w = (x_142 * x_140);
+ glFragColor = color;
+ return;
+}
+
+struct main_out {
+ float4 glFragColor_1;
+};
+struct tint_symbol_1 {
+ float fClipDistance3_param : TEXCOORD2;
+ float fClipDistance4_param : TEXCOORD3;
+};
+struct tint_symbol_2 {
+ float4 glFragColor_1 : SV_Target0;
+};
+
+main_out main_inner(float fClipDistance3_param, float fClipDistance4_param) {
+ fClipDistance3 = fClipDistance3_param;
+ fClipDistance4 = fClipDistance4_param;
+ main_1();
+ const main_out tint_symbol_8 = {glFragColor};
+ return tint_symbol_8;
+}
+
+tint_symbol_2 main(tint_symbol_1 tint_symbol) {
+ const main_out inner_result = main_inner(tint_symbol.fClipDistance3_param, tint_symbol.fClipDistance4_param);
+ tint_symbol_2 wrapper_result = (tint_symbol_2)0;
+ wrapper_result.glFragColor_1 = inner_result.glFragColor_1;
+ return wrapper_result;
+}
+Internal error: unread predicate
+
diff --git a/test/tint/bug/tint/1118.wgsl.expected.msl b/test/tint/bug/tint/1118.wgsl.expected.msl
new file mode 100644
index 0000000..6f56a9c
--- /dev/null
+++ b/test/tint/bug/tint/1118.wgsl.expected.msl
@@ -0,0 +1,138 @@
+#include <metal_stdlib>
+
+using namespace metal;
+
+template<typename T, int N, int M>
+inline vec<T, M> operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
+ return lhs * vec<T, N>(rhs);
+}
+
+template<typename T, int N, int M>
+inline vec<T, N> operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
+ return vec<T, M>(lhs) * rhs;
+}
+
+struct Scene {
+ /* 0x0000 */ float4 vEyePosition;
+};
+
+struct Material {
+ /* 0x0000 */ float4 vDiffuseColor;
+ /* 0x0010 */ packed_float3 vAmbientColor;
+ /* 0x001c */ float dummy;
+ /* 0x0020 */ packed_float3 vEmissiveColor;
+ /* 0x002c */ float dummy2;
+};
+
+struct Mesh {
+ /* 0x0000 */ float visibility;
+};
+
+void main_1(thread float* const tint_symbol_5, thread float* const tint_symbol_6, const constant Scene* const tint_symbol_7, const constant Material* const tint_symbol_8, const constant Mesh* const tint_symbol_9, thread float4* const tint_symbol_10) {
+ float3 viewDirectionW = 0.0f;
+ float4 baseColor = 0.0f;
+ float3 diffuseColor = 0.0f;
+ float alpha = 0.0f;
+ float3 normalW = 0.0f;
+ float2 uvOffset = 0.0f;
+ float3 baseAmbientColor = 0.0f;
+ float glossiness = 0.0f;
+ float3 diffuseBase = 0.0f;
+ float shadow = 0.0f;
+ float4 refractionColor = 0.0f;
+ float4 reflectionColor = 0.0f;
+ float3 emissiveColor = 0.0f;
+ float3 finalDiffuse = 0.0f;
+ float3 finalSpecular = 0.0f;
+ float4 color = 0.0f;
+ float const x_9 = *(tint_symbol_5);
+ if ((x_9 > 0.0f)) {
+ discard_fragment();
+ }
+ float const x_17 = *(tint_symbol_6);
+ if ((x_17 > 0.0f)) {
+ discard_fragment();
+ }
+ float4 const x_34 = (*(tint_symbol_7)).vEyePosition;
+ float3 const x_38 = float3(0.0f, 0.0f, 0.0f);
+ viewDirectionW = normalize((float3(x_34[0], x_34[1], x_34[2]) - x_38));
+ baseColor = float4(1.0f, 1.0f, 1.0f, 1.0f);
+ float4 const x_52 = (*(tint_symbol_8)).vDiffuseColor;
+ diffuseColor = float3(x_52[0], x_52[1], x_52[2]);
+ float const x_60 = (*(tint_symbol_8)).vDiffuseColor[3];
+ alpha = x_60;
+ float3 const x_62 = float3(0.0f, 0.0f, 0.0f);
+ float3 const x_64 = float3(0.0f, 0.0f, 0.0f);
+ normalW = normalize(-(cross(dfdx(x_62), dfdy(x_64))));
+ uvOffset = float2(0.0f, 0.0f);
+ float4 const x_74 = float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float4 const x_76 = baseColor;
+ float3 const x_78 = (float3(x_76[0], x_76[1], x_76[2]) * float3(x_74[0], x_74[1], x_74[2]));
+ float4 const x_79 = baseColor;
+ baseColor = float4(x_78[0], x_78[1], x_78[2], x_79[3]);
+ baseAmbientColor = float3(1.0f, 1.0f, 1.0f);
+ glossiness = 0.0f;
+ diffuseBase = float3(0.0f, 0.0f, 0.0f);
+ shadow = 1.0f;
+ refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
+ reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
+ float3 const x_94 = (*(tint_symbol_8)).vEmissiveColor;
+ emissiveColor = x_94;
+ float3 const x_96 = diffuseBase;
+ float3 const x_97 = diffuseColor;
+ float3 const x_99 = emissiveColor;
+ float3 const x_103 = (*(tint_symbol_8)).vAmbientColor;
+ float4 const x_108 = baseColor;
+ finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), float3(0.0f, 0.0f, 0.0f), float3(1.0f, 1.0f, 1.0f)) * float3(x_108[0], x_108[1], x_108[2]));
+ finalSpecular = float3(0.0f, 0.0f, 0.0f);
+ float3 const x_113 = finalDiffuse;
+ float3 const x_114 = baseAmbientColor;
+ float3 const x_116 = finalSpecular;
+ float4 const x_118 = reflectionColor;
+ float4 const x_121 = refractionColor;
+ float3 const x_123 = ((((x_113 * x_114) + x_116) + float3(x_118[0], x_118[1], x_118[2])) + float3(x_121[0], x_121[1], x_121[2]));
+ float const x_124 = alpha;
+ color = float4(x_123[0], x_123[1], x_123[2], x_124);
+ float4 const x_129 = color;
+ float3 const x_132 = fmax(float3(x_129[0], x_129[1], x_129[2]), float3(0.0f, 0.0f, 0.0f));
+ float4 const x_133 = color;
+ color = float4(x_132[0], x_132[1], x_132[2], x_133[3]);
+ float const x_140 = (*(tint_symbol_9)).visibility;
+ float const x_142 = color[3];
+ color[3] = (x_142 * x_140);
+ float4 const x_147 = color;
+ *(tint_symbol_10) = x_147;
+ return;
+}
+
+struct main_out {
+ float4 glFragColor_1;
+};
+
+struct tint_symbol_2 {
+ float fClipDistance3_param [[user(locn2)]];
+ float fClipDistance4_param [[user(locn3)]];
+};
+
+struct tint_symbol_3 {
+ float4 glFragColor_1 [[color(0)]];
+};
+
+main_out tint_symbol_inner(float fClipDistance3_param, float fClipDistance4_param, thread float* const tint_symbol_11, thread float* const tint_symbol_12, const constant Scene* const tint_symbol_13, const constant Material* const tint_symbol_14, const constant Mesh* const tint_symbol_15, thread float4* const tint_symbol_16) {
+ *(tint_symbol_11) = fClipDistance3_param;
+ *(tint_symbol_12) = fClipDistance4_param;
+ main_1(tint_symbol_11, tint_symbol_12, tint_symbol_13, tint_symbol_14, tint_symbol_15, tint_symbol_16);
+ main_out const tint_symbol_4 = {.glFragColor_1=*(tint_symbol_16)};
+ return tint_symbol_4;
+}
+
+fragment tint_symbol_3 tint_symbol(const constant Scene* tint_symbol_19 [[buffer(0)]], const constant Material* tint_symbol_20 [[buffer(1)]], const constant Mesh* tint_symbol_21 [[buffer(2)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
+ thread float tint_symbol_17 = 0.0f;
+ thread float tint_symbol_18 = 0.0f;
+ thread float4 tint_symbol_22 = 0.0f;
+ main_out const inner_result = tint_symbol_inner(tint_symbol_1.fClipDistance3_param, tint_symbol_1.fClipDistance4_param, &(tint_symbol_17), &(tint_symbol_18), tint_symbol_19, tint_symbol_20, tint_symbol_21, &(tint_symbol_22));
+ tint_symbol_3 wrapper_result = {};
+ wrapper_result.glFragColor_1 = inner_result.glFragColor_1;
+ return wrapper_result;
+}
+
diff --git a/test/tint/bug/tint/1118.wgsl.expected.spvasm b/test/tint/bug/tint/1118.wgsl.expected.spvasm
new file mode 100644
index 0000000..390f103
--- /dev/null
+++ b/test/tint/bug/tint/1118.wgsl.expected.spvasm
@@ -0,0 +1,295 @@
+; SPIR-V
+; Version: 1.3
+; Generator: Google Tint Compiler; 0
+; Bound: 187
+; Schema: 0
+ OpCapability Shader
+ %69 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %fClipDistance3_param_1 %fClipDistance4_param_1 %glFragColor_1_1
+ OpExecutionMode %main OriginUpperLeft
+ OpName %fClipDistance3_param_1 "fClipDistance3_param_1"
+ OpName %fClipDistance4_param_1 "fClipDistance4_param_1"
+ OpName %glFragColor_1_1 "glFragColor_1_1"
+ OpName %fClipDistance3 "fClipDistance3"
+ OpName %fClipDistance4 "fClipDistance4"
+ OpName %Scene "Scene"
+ OpMemberName %Scene 0 "vEyePosition"
+ OpName %x_29 "x_29"
+ OpName %Material "Material"
+ OpMemberName %Material 0 "vDiffuseColor"
+ OpMemberName %Material 1 "vAmbientColor"
+ OpMemberName %Material 2 "dummy"
+ OpMemberName %Material 3 "vEmissiveColor"
+ OpMemberName %Material 4 "dummy2"
+ OpName %x_49 "x_49"
+ OpName %Mesh "Mesh"
+ OpMemberName %Mesh 0 "visibility"
+ OpName %x_137 "x_137"
+ OpName %glFragColor "glFragColor"
+ OpName %main_1 "main_1"
+ OpName %viewDirectionW "viewDirectionW"
+ OpName %baseColor "baseColor"
+ OpName %diffuseColor "diffuseColor"
+ OpName %alpha "alpha"
+ OpName %normalW "normalW"
+ OpName %uvOffset "uvOffset"
+ OpName %baseAmbientColor "baseAmbientColor"
+ OpName %glossiness "glossiness"
+ OpName %diffuseBase "diffuseBase"
+ OpName %shadow "shadow"
+ OpName %refractionColor "refractionColor"
+ OpName %reflectionColor "reflectionColor"
+ OpName %emissiveColor "emissiveColor"
+ OpName %finalDiffuse "finalDiffuse"
+ OpName %finalSpecular "finalSpecular"
+ OpName %color "color"
+ OpName %main_out "main_out"
+ OpMemberName %main_out 0 "glFragColor_1"
+ OpName %main_inner "main_inner"
+ OpName %fClipDistance3_param "fClipDistance3_param"
+ OpName %fClipDistance4_param "fClipDistance4_param"
+ OpName %main "main"
+ OpDecorate %fClipDistance3_param_1 Location 2
+ OpDecorate %fClipDistance4_param_1 Location 3
+ OpDecorate %glFragColor_1_1 Location 0
+ OpDecorate %Scene Block
+ OpMemberDecorate %Scene 0 Offset 0
+ OpDecorate %x_29 NonWritable
+ OpDecorate %x_29 DescriptorSet 0
+ OpDecorate %x_29 Binding 0
+ OpDecorate %Material Block
+ OpMemberDecorate %Material 0 Offset 0
+ OpMemberDecorate %Material 1 Offset 16
+ OpMemberDecorate %Material 2 Offset 28
+ OpMemberDecorate %Material 3 Offset 32
+ OpMemberDecorate %Material 4 Offset 44
+ OpDecorate %x_49 NonWritable
+ OpDecorate %x_49 DescriptorSet 0
+ OpDecorate %x_49 Binding 1
+ OpDecorate %Mesh Block
+ OpMemberDecorate %Mesh 0 Offset 0
+ OpDecorate %x_137 NonWritable
+ OpDecorate %x_137 DescriptorSet 0
+ OpDecorate %x_137 Binding 2
+ OpMemberDecorate %main_out 0 Offset 0
+ %float = OpTypeFloat 32
+%_ptr_Input_float = OpTypePointer Input %float
+%fClipDistance3_param_1 = OpVariable %_ptr_Input_float Input
+%fClipDistance4_param_1 = OpVariable %_ptr_Input_float Input
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %8 = OpConstantNull %v4float
+%glFragColor_1_1 = OpVariable %_ptr_Output_v4float Output %8
+%_ptr_Private_float = OpTypePointer Private %float
+ %11 = OpConstantNull %float
+%fClipDistance3 = OpVariable %_ptr_Private_float Private %11
+%fClipDistance4 = OpVariable %_ptr_Private_float Private %11
+ %Scene = OpTypeStruct %v4float
+%_ptr_Uniform_Scene = OpTypePointer Uniform %Scene
+ %x_29 = OpVariable %_ptr_Uniform_Scene Uniform
+ %v3float = OpTypeVector %float 3
+ %Material = OpTypeStruct %v4float %v3float %float %v3float %float
+%_ptr_Uniform_Material = OpTypePointer Uniform %Material
+ %x_49 = OpVariable %_ptr_Uniform_Material Uniform
+ %Mesh = OpTypeStruct %float
+%_ptr_Uniform_Mesh = OpTypePointer Uniform %Mesh
+ %x_137 = OpVariable %_ptr_Uniform_Mesh Uniform
+%_ptr_Private_v4float = OpTypePointer Private %v4float
+%glFragColor = OpVariable %_ptr_Private_v4float Private %8
+ %void = OpTypeVoid
+ %25 = OpTypeFunction %void
+%_ptr_Function_v3float = OpTypePointer Function %v3float
+ %31 = OpConstantNull %v3float
+%_ptr_Function_v4float = OpTypePointer Function %v4float
+%_ptr_Function_float = OpTypePointer Function %float
+ %v2float = OpTypeVector %float 2
+%_ptr_Function_v2float = OpTypePointer Function %v2float
+ %41 = OpConstantNull %v2float
+ %float_0 = OpConstant %float 0
+ %bool = OpTypeBool
+ %uint = OpTypeInt 32 0
+ %uint_0 = OpConstant %uint 0
+%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
+ %67 = OpConstantComposite %v3float %float_0 %float_0 %float_0
+ %float_1 = OpConstant %float 1
+ %76 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
+ %uint_3 = OpConstant %uint 3
+%_ptr_Uniform_float = OpTypePointer Uniform %float
+ %92 = OpConstantComposite %v2float %float_0 %float_0
+ %93 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_0
+ %110 = OpConstantComposite %v3float %float_1 %float_1 %float_1
+ %111 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_1
+%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
+ %uint_1 = OpConstant %uint 1
+ %main_out = OpTypeStruct %v4float
+ %172 = OpTypeFunction %main_out %float %float
+ %main_1 = OpFunction %void None %25
+ %28 = OpLabel
+%viewDirectionW = OpVariable %_ptr_Function_v3float Function %31
+ %baseColor = OpVariable %_ptr_Function_v4float Function %8
+%diffuseColor = OpVariable %_ptr_Function_v3float Function %31
+ %alpha = OpVariable %_ptr_Function_float Function %11
+ %normalW = OpVariable %_ptr_Function_v3float Function %31
+ %uvOffset = OpVariable %_ptr_Function_v2float Function %41
+%baseAmbientColor = OpVariable %_ptr_Function_v3float Function %31
+ %glossiness = OpVariable %_ptr_Function_float Function %11
+%diffuseBase = OpVariable %_ptr_Function_v3float Function %31
+ %shadow = OpVariable %_ptr_Function_float Function %11
+%refractionColor = OpVariable %_ptr_Function_v4float Function %8
+%reflectionColor = OpVariable %_ptr_Function_v4float Function %8
+%emissiveColor = OpVariable %_ptr_Function_v3float Function %31
+%finalDiffuse = OpVariable %_ptr_Function_v3float Function %31
+%finalSpecular = OpVariable %_ptr_Function_v3float Function %31
+ %color = OpVariable %_ptr_Function_v4float Function %8
+ %52 = OpLoad %float %fClipDistance3
+ %54 = OpFOrdGreaterThan %bool %52 %float_0
+ OpSelectionMerge %56 None
+ OpBranchConditional %54 %57 %56
+ %57 = OpLabel
+ OpKill
+ %56 = OpLabel
+ %58 = OpLoad %float %fClipDistance4
+ %59 = OpFOrdGreaterThan %bool %58 %float_0
+ OpSelectionMerge %60 None
+ OpBranchConditional %59 %61 %60
+ %61 = OpLabel
+ OpKill
+ %60 = OpLabel
+ %65 = OpAccessChain %_ptr_Uniform_v4float %x_29 %uint_0
+ %66 = OpLoad %v4float %65
+ %70 = OpCompositeExtract %float %66 0
+ %71 = OpCompositeExtract %float %66 1
+ %72 = OpCompositeExtract %float %66 2
+ %73 = OpCompositeConstruct %v3float %70 %71 %72
+ %74 = OpFSub %v3float %73 %67
+ %68 = OpExtInst %v3float %69 Normalize %74
+ OpStore %viewDirectionW %68
+ OpStore %baseColor %76
+ %77 = OpAccessChain %_ptr_Uniform_v4float %x_49 %uint_0
+ %78 = OpLoad %v4float %77
+ %79 = OpCompositeExtract %float %78 0
+ %80 = OpCompositeExtract %float %78 1
+ %81 = OpCompositeExtract %float %78 2
+ %82 = OpCompositeConstruct %v3float %79 %80 %81
+ OpStore %diffuseColor %82
+ %85 = OpAccessChain %_ptr_Uniform_float %x_49 %uint_0 %uint_3
+ %86 = OpLoad %float %85
+ OpStore %alpha %86
+ %90 = OpDPdx %v3float %67
+ %91 = OpDPdy %v3float %67
+ %89 = OpExtInst %v3float %69 Cross %90 %91
+ %88 = OpFNegate %v3float %89
+ %87 = OpExtInst %v3float %69 Normalize %88
+ OpStore %normalW %87
+ OpStore %uvOffset %92
+ %94 = OpLoad %v4float %baseColor
+ %95 = OpCompositeExtract %float %94 0
+ %96 = OpCompositeExtract %float %94 1
+ %97 = OpCompositeExtract %float %94 2
+ %98 = OpCompositeConstruct %v3float %95 %96 %97
+ %99 = OpCompositeExtract %float %93 0
+ %100 = OpCompositeExtract %float %93 1
+ %101 = OpCompositeExtract %float %93 2
+ %102 = OpCompositeConstruct %v3float %99 %100 %101
+ %103 = OpFMul %v3float %98 %102
+ %104 = OpLoad %v4float %baseColor
+ %105 = OpCompositeExtract %float %103 0
+ %106 = OpCompositeExtract %float %103 1
+ %107 = OpCompositeExtract %float %103 2
+ %108 = OpCompositeExtract %float %104 3
+ %109 = OpCompositeConstruct %v4float %105 %106 %107 %108
+ OpStore %baseColor %109
+ OpStore %baseAmbientColor %110
+ OpStore %glossiness %float_0
+ OpStore %diffuseBase %67
+ OpStore %shadow %float_1
+ OpStore %refractionColor %111
+ OpStore %reflectionColor %111
+ %113 = OpAccessChain %_ptr_Uniform_v3float %x_49 %uint_3
+ %114 = OpLoad %v3float %113
+ OpStore %emissiveColor %114
+ %115 = OpLoad %v3float %diffuseBase
+ %116 = OpLoad %v3float %diffuseColor
+ %117 = OpLoad %v3float %emissiveColor
+ %119 = OpAccessChain %_ptr_Uniform_v3float %x_49 %uint_1
+ %120 = OpLoad %v3float %119
+ %121 = OpLoad %v4float %baseColor
+ %123 = OpFMul %v3float %115 %116
+ %124 = OpFAdd %v3float %123 %117
+ %125 = OpFAdd %v3float %124 %120
+ %122 = OpExtInst %v3float %69 NClamp %125 %67 %110
+ %126 = OpCompositeExtract %float %121 0
+ %127 = OpCompositeExtract %float %121 1
+ %128 = OpCompositeExtract %float %121 2
+ %129 = OpCompositeConstruct %v3float %126 %127 %128
+ %130 = OpFMul %v3float %122 %129
+ OpStore %finalDiffuse %130
+ OpStore %finalSpecular %67
+ %131 = OpLoad %v3float %finalDiffuse
+ %132 = OpLoad %v3float %baseAmbientColor
+ %133 = OpLoad %v3float %finalSpecular
+ %134 = OpLoad %v4float %reflectionColor
+ %135 = OpLoad %v4float %refractionColor
+ %136 = OpFMul %v3float %131 %132
+ %137 = OpFAdd %v3float %136 %133
+ %138 = OpCompositeExtract %float %134 0
+ %139 = OpCompositeExtract %float %134 1
+ %140 = OpCompositeExtract %float %134 2
+ %141 = OpCompositeConstruct %v3float %138 %139 %140
+ %142 = OpFAdd %v3float %137 %141
+ %143 = OpCompositeExtract %float %135 0
+ %144 = OpCompositeExtract %float %135 1
+ %145 = OpCompositeExtract %float %135 2
+ %146 = OpCompositeConstruct %v3float %143 %144 %145
+ %147 = OpFAdd %v3float %142 %146
+ %148 = OpLoad %float %alpha
+ %149 = OpCompositeExtract %float %147 0
+ %150 = OpCompositeExtract %float %147 1
+ %151 = OpCompositeExtract %float %147 2
+ %152 = OpCompositeConstruct %v4float %149 %150 %151 %148
+ OpStore %color %152
+ %153 = OpLoad %v4float %color
+ %155 = OpCompositeExtract %float %153 0
+ %156 = OpCompositeExtract %float %153 1
+ %157 = OpCompositeExtract %float %153 2
+ %158 = OpCompositeConstruct %v3float %155 %156 %157
+ %154 = OpExtInst %v3float %69 NMax %158 %67
+ %159 = OpLoad %v4float %color
+ %160 = OpCompositeExtract %float %154 0
+ %161 = OpCompositeExtract %float %154 1
+ %162 = OpCompositeExtract %float %154 2
+ %163 = OpCompositeExtract %float %159 3
+ %164 = OpCompositeConstruct %v4float %160 %161 %162 %163
+ OpStore %color %164
+ %165 = OpAccessChain %_ptr_Uniform_float %x_137 %uint_0
+ %166 = OpLoad %float %165
+ %167 = OpAccessChain %_ptr_Function_float %color %uint_3
+ %168 = OpLoad %float %167
+ %169 = OpAccessChain %_ptr_Function_float %color %uint_3
+ %170 = OpFMul %float %168 %166
+ OpStore %169 %170
+ %171 = OpLoad %v4float %color
+ OpStore %glFragColor %171
+ OpReturn
+ OpFunctionEnd
+ %main_inner = OpFunction %main_out None %172
+%fClipDistance3_param = OpFunctionParameter %float
+%fClipDistance4_param = OpFunctionParameter %float
+ %177 = OpLabel
+ OpStore %fClipDistance3 %fClipDistance3_param
+ OpStore %fClipDistance4 %fClipDistance4_param
+ %178 = OpFunctionCall %void %main_1
+ %179 = OpLoad %v4float %glFragColor
+ %180 = OpCompositeConstruct %main_out %179
+ OpReturnValue %180
+ OpFunctionEnd
+ %main = OpFunction %void None %25
+ %182 = OpLabel
+ %184 = OpLoad %float %fClipDistance3_param_1
+ %185 = OpLoad %float %fClipDistance4_param_1
+ %183 = OpFunctionCall %main_out %main_inner %184 %185
+ %186 = OpCompositeExtract %v4float %183 0
+ OpStore %glFragColor_1_1 %186
+ OpReturn
+ OpFunctionEnd
diff --git a/test/tint/bug/tint/1118.wgsl.expected.wgsl b/test/tint/bug/tint/1118.wgsl.expected.wgsl
new file mode 100644
index 0000000..78d9666
--- /dev/null
+++ b/test/tint/bug/tint/1118.wgsl.expected.wgsl
@@ -0,0 +1,117 @@
+struct Scene {
+ vEyePosition : vec4<f32>;
+}
+
+struct Material {
+ vDiffuseColor : vec4<f32>;
+ vAmbientColor : vec3<f32>;
+ dummy : f32;
+ vEmissiveColor : vec3<f32>;
+ dummy2 : f32;
+}
+
+struct Mesh {
+ visibility : f32;
+}
+
+var<private> fClipDistance3 : f32;
+
+var<private> fClipDistance4 : f32;
+
+@group(0) @binding(0) var<uniform> x_29 : Scene;
+
+@group(0) @binding(1) var<uniform> x_49 : Material;
+
+@group(0) @binding(2) var<uniform> x_137 : Mesh;
+
+var<private> glFragColor : vec4<f32>;
+
+fn main_1() {
+ var viewDirectionW : vec3<f32>;
+ var baseColor : vec4<f32>;
+ var diffuseColor : vec3<f32>;
+ var alpha : f32;
+ var normalW : vec3<f32>;
+ var uvOffset : vec2<f32>;
+ var baseAmbientColor : vec3<f32>;
+ var glossiness : f32;
+ var diffuseBase : vec3<f32>;
+ var shadow : f32;
+ var refractionColor : vec4<f32>;
+ var reflectionColor : vec4<f32>;
+ var emissiveColor : vec3<f32>;
+ var finalDiffuse : vec3<f32>;
+ var finalSpecular : vec3<f32>;
+ var color : vec4<f32>;
+ let x_9 : f32 = fClipDistance3;
+ if ((x_9 > 0.0)) {
+ discard;
+ }
+ let x_17 : f32 = fClipDistance4;
+ if ((x_17 > 0.0)) {
+ discard;
+ }
+ let x_34 : vec4<f32> = x_29.vEyePosition;
+ let x_38 : vec3<f32> = vec3<f32>(0.0, 0.0, 0.0);
+ viewDirectionW = normalize((vec3<f32>(x_34.x, x_34.y, x_34.z) - x_38));
+ baseColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
+ let x_52 : vec4<f32> = x_49.vDiffuseColor;
+ diffuseColor = vec3<f32>(x_52.x, x_52.y, x_52.z);
+ let x_60 : f32 = x_49.vDiffuseColor.w;
+ alpha = x_60;
+ let x_62 : vec3<f32> = vec3<f32>(0.0, 0.0, 0.0);
+ let x_64 : vec3<f32> = vec3<f32>(0.0, 0.0, 0.0);
+ normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
+ uvOffset = vec2<f32>(0.0, 0.0);
+ let x_74 : vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0);
+ let x_76 : vec4<f32> = baseColor;
+ let x_78 : vec3<f32> = (vec3<f32>(x_76.x, x_76.y, x_76.z) * vec3<f32>(x_74.x, x_74.y, x_74.z));
+ let x_79 : vec4<f32> = baseColor;
+ baseColor = vec4<f32>(x_78.x, x_78.y, x_78.z, x_79.w);
+ baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
+ glossiness = 0.0;
+ diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
+ shadow = 1.0;
+ refractionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ reflectionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
+ let x_94 : vec3<f32> = x_49.vEmissiveColor;
+ emissiveColor = x_94;
+ let x_96 : vec3<f32> = diffuseBase;
+ let x_97 : vec3<f32> = diffuseColor;
+ let x_99 : vec3<f32> = emissiveColor;
+ let x_103 : vec3<f32> = x_49.vAmbientColor;
+ let x_108 : vec4<f32> = baseColor;
+ finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(1.0, 1.0, 1.0)) * vec3<f32>(x_108.x, x_108.y, x_108.z));
+ finalSpecular = vec3<f32>(0.0, 0.0, 0.0);
+ let x_113 : vec3<f32> = finalDiffuse;
+ let x_114 : vec3<f32> = baseAmbientColor;
+ let x_116 : vec3<f32> = finalSpecular;
+ let x_118 : vec4<f32> = reflectionColor;
+ let x_121 : vec4<f32> = refractionColor;
+ let x_123 : vec3<f32> = ((((x_113 * x_114) + x_116) + vec3<f32>(x_118.x, x_118.y, x_118.z)) + vec3<f32>(x_121.x, x_121.y, x_121.z));
+ let x_124 : f32 = alpha;
+ color = vec4<f32>(x_123.x, x_123.y, x_123.z, x_124);
+ let x_129 : vec4<f32> = color;
+ let x_132 : vec3<f32> = max(vec3<f32>(x_129.x, x_129.y, x_129.z), vec3<f32>(0.0, 0.0, 0.0));
+ let x_133 : vec4<f32> = color;
+ color = vec4<f32>(x_132.x, x_132.y, x_132.z, x_133.w);
+ let x_140 : f32 = x_137.visibility;
+ let x_142 : f32 = color.w;
+ color.w = (x_142 * x_140);
+ let x_147 : vec4<f32> = color;
+ glFragColor = x_147;
+ return;
+}
+
+struct main_out {
+ @location(0)
+ glFragColor_1 : vec4<f32>;
+}
+
+@stage(fragment)
+fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out {
+ fClipDistance3 = fClipDistance3_param;
+ fClipDistance4 = fClipDistance4_param;
+ main_1();
+ return main_out(glFragColor);
+}