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-rw-r--r--cli/tests/testdata/webgpu/computepass_shader.wgsl38
-rw-r--r--cli/tests/testdata/webgpu/hellotriangle.outbin204800 -> 0 bytes
-rw-r--r--cli/tests/testdata/webgpu/hellotriangle_shader.wgsl11
3 files changed, 0 insertions, 49 deletions
diff --git a/cli/tests/testdata/webgpu/computepass_shader.wgsl b/cli/tests/testdata/webgpu/computepass_shader.wgsl
deleted file mode 100644
index 41af4363a..000000000
--- a/cli/tests/testdata/webgpu/computepass_shader.wgsl
+++ /dev/null
@@ -1,38 +0,0 @@
-@group(0)
-@binding(0)
-var<storage, read_write> v_indices: array<u32>; // this is used as both input and output for convenience
-
-// The Collatz Conjecture states that for any integer n:
-// If n is even, n = n/2
-// If n is odd, n = 3n+1
-// And repeat this process for each new n, you will always eventually reach 1.
-// Though the conjecture has not been proven, no counterexample has ever been found.
-// This function returns how many times this recurrence needs to be applied to reach 1.
-fn collatz_iterations(n_base: u32) -> u32{
- var n: u32 = n_base;
- var i: u32 = 0u;
- loop {
- if (n <= 1u) {
- break;
- }
- if (n % 2u == 0u) {
- n = n / 2u;
- }
- else {
- // Overflow? (i.e. 3*n + 1 > 0xffffffffu?)
- if (n >= 1431655765u) { // 0x55555555u
- return 4294967295u; // 0xffffffffu
- }
-
- n = 3u * n + 1u;
- }
- i = i + 1u;
- }
- return i;
-}
-
-@compute
-@workgroup_size(1)
-fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
- v_indices[global_id.x] = collatz_iterations(v_indices[global_id.x]);
-}
diff --git a/cli/tests/testdata/webgpu/hellotriangle.out b/cli/tests/testdata/webgpu/hellotriangle.out
deleted file mode 100644
index 52972ec9e..000000000
--- a/cli/tests/testdata/webgpu/hellotriangle.out
+++ /dev/null
Binary files differ
diff --git a/cli/tests/testdata/webgpu/hellotriangle_shader.wgsl b/cli/tests/testdata/webgpu/hellotriangle_shader.wgsl
deleted file mode 100644
index f84ccfe94..000000000
--- a/cli/tests/testdata/webgpu/hellotriangle_shader.wgsl
+++ /dev/null
@@ -1,11 +0,0 @@
-@vertex
-fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
- let x = f32(i32(in_vertex_index) - 1);
- let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
- return vec4<f32>(x, y, 0.0, 1.0);
-}
-
-@fragment
-fn fs_main() -> @location(0) vec4<f32> {
- return vec4<f32>(1.0, 0.0, 0.0, 1.0);
-}