Port GetBindGroupLayoutValidationTests to WGSL
Bug: dawn:572 Change-Id: I132644a2dc9efecaacf7a7a23818d5eba8bc4ded Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33927 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@ -20,13 +20,11 @@
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class GetBindGroupLayoutTests : public ValidationTest {
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protected:
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wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, shader);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, shader);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.layout = nullptr;
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@ -40,32 +38,28 @@ class GetBindGroupLayoutTests : public ValidationTest {
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// Test that GetBindGroupLayout returns the same object for the same index
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// and for matching layouts.
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TEST_F(GetBindGroupLayoutTests, SameObject) {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform UniformBuffer1 {
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vec4 pos1;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<uniform> uniform0 : S;
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[[set(1), binding(0)]] var<uniform> uniform1 : S;
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layout(set = 1, binding = 0) uniform UniformBuffer2 {
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vec4 pos2;
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};
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void main() {
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(set = 2, binding = 0) uniform UniformBuffer3 {
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vec4 pos3;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S2 {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(2), binding(0)]] var<uniform> uniform2 : S2;
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layout(set = 3, binding = 0) buffer StorageBuffer {
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mat4 pos4;
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[[block]] struct S3 {
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[[offset(0)]] pos : mat4x4<f32>;
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};
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[[set(3), binding(0)]] var<storage_buffer> storage3 : S3;
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void main() {
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[[stage(fragment)]] fn main() -> void {
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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@ -93,12 +87,12 @@ TEST_F(GetBindGroupLayoutTests, SameObject) {
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// - dynamic offsets is false
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TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform UniformBuffer {
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vec4 pos;
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<uniform> uniforms : S;
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void main() {
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[[stage(fragment)]] fn main() -> void {
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})");
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wgpu::BindGroupLayoutEntry binding = {};
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@ -130,13 +124,13 @@ TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
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// Test GetBindGroupLayout works with a compute pipeline
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TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
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wgpu::ShaderModule csModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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layout(set = 0, binding = 0) uniform UniformBuffer {
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vec4 pos;
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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void main() {
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[[set(0), binding(0)]] var<uniform> uniforms : S;
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[[stage(compute)]] fn main() -> void {
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})");
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wgpu::ComputePipelineDescriptor descriptor;
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@ -177,35 +171,38 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
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binding.visibility = wgpu::ShaderStage::Fragment;
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binding.type = wgpu::BindingType::StorageBuffer;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) buffer Storage {
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vec4 pos;
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};
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<storage_buffer> ssbo : S;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.type = wgpu::BindingType::UniformBuffer;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform Buffer {
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vec4 pos;
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};
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<uniform> uniforms : S;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.type = wgpu::BindingType::ReadonlyStorageBuffer;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) readonly buffer Storage {
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vec4 pos;
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};
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<storage_buffer> ssbo : [[access(read)]] S;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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@ -213,30 +210,30 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
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{
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binding.type = wgpu::BindingType::SampledTexture;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture2D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.type = wgpu::BindingType::MultisampledTexture;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture2DMS tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_multisampled_2d<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.type = wgpu::BindingType::Sampler;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler samp;
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[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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@ -256,60 +253,60 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.viewDimension = wgpu::TextureViewDimension::e1D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture1D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_1d<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.viewDimension = wgpu::TextureViewDimension::e2D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture2D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.viewDimension = wgpu::TextureViewDimension::e2DArray;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture2DArray tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d_array<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.viewDimension = wgpu::TextureViewDimension::e3D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture3D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_3d<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.viewDimension = wgpu::TextureViewDimension::Cube;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform textureCube tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_cube<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.viewDimension = wgpu::TextureViewDimension::CubeArray;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform textureCubeArray tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_cube_array<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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@ -329,30 +326,30 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
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{
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binding.textureComponentType = wgpu::TextureComponentType::Float;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform texture2D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.textureComponentType = wgpu::TextureComponentType::Sint;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform itexture2D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<i32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.textureComponentType = wgpu::TextureComponentType::Uint;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform utexture2D tex;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<u32>;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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@ -372,63 +369,63 @@ TEST_F(GetBindGroupLayoutTests, BindingIndices) {
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{
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binding.binding = 0;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 0) uniform Buffer {
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vec4 pos;
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};
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<uniform> uniforms : S;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.binding = 1;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 1) uniform Buffer {
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vec4 pos;
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};
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(1)]] var<uniform> uniforms : S;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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{
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binding.binding = 2;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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#version 450
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layout(set = 0, binding = 1) uniform Buffer {
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vec4 pos;
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};
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(1)]] var<uniform> uniforms : S;
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
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}
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}
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// Test it is valid to have duplicate bindings in the shaders.
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TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform UniformBuffer1 {
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vec4 pos1;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(0), binding(0)]] var<uniform> uniform0 : S;
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[[set(1), binding(0)]] var<uniform> uniform1 : S;
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layout(set = 1, binding = 0) uniform UniformBuffer2 {
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vec4 pos2;
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S {
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[[offset(0)]] pos : vec4<f32>;
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};
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[[set(1), binding(0)]] var<uniform> uniforms : S;
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void main() {})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(set = 1, binding = 0) uniform UniformBuffer3 {
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vec4 pos3;
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};
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void main() {})");
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[[stage(fragment)]] fn main() -> void {
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.layout = nullptr;
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@ -440,39 +437,41 @@ TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
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// Test that minBufferSize is set on the BGL and that the max of the min buffer sizes is used.
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TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
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wgpu::ShaderModule vsModule4 =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform UniformBuffer {
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float pos;
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wgpu::ShaderModule vsModule4 = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S {
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[[offset(0)]] pos : f32;
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};
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void main() {})");
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[[set(0), binding(0)]] var<uniform> uniforms : S;
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wgpu::ShaderModule vsModule64 =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform UniformBuffer1 {
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mat4 pos;
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule vsModule64 = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct S {
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[[offset(0)]] pos : mat4x4<f32>;
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};
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void main() {})");
|
||||
[[set(0), binding(0)]] var<uniform> uniforms : S;
|
||||
|
||||
wgpu::ShaderModule fsModule4 =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform UniformBuffer {
|
||||
float pos;
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule4 = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[block]] struct S {
|
||||
[[offset(0)]] pos : f32;
|
||||
};
|
||||
[[set(0), binding(0)]] var<uniform> uniforms : S;
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule64 =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform UniformBuffer {
|
||||
mat4 pos;
|
||||
wgpu::ShaderModule fsModule64 = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[block]] struct S {
|
||||
[[offset(0)]] pos : mat4x4<f32>;
|
||||
};
|
||||
[[set(0), binding(0)]] var<uniform> uniforms : S;
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
// Create BGLs with minBufferBindingSize 4 and 64.
|
||||
wgpu::BindGroupLayoutEntry binding = {};
|
||||
|
@ -519,27 +518,23 @@ TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
|
|||
|
||||
// Test that the visibility is correctly aggregated if two stages have the exact same binding.
|
||||
TEST_F(GetBindGroupLayoutTests, StageAggregation) {
|
||||
wgpu::ShaderModule vsModuleNoSampler =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {})");
|
||||
wgpu::ShaderModule vsModuleNoSampler = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule vsModuleSampler =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler mySampler;
|
||||
void main() {})");
|
||||
wgpu::ShaderModule vsModuleSampler = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModuleNoSampler =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {})");
|
||||
wgpu::ShaderModule fsModuleNoSampler = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModuleSampler =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler mySampler;
|
||||
void main() {})");
|
||||
wgpu::ShaderModule fsModuleSampler = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
// Create BGLs with minBufferBindingSize 4 and 64.
|
||||
wgpu::BindGroupLayoutEntry binding = {};
|
||||
|
@ -586,23 +581,23 @@ TEST_F(GetBindGroupLayoutTests, StageAggregation) {
|
|||
|
||||
// Test it is invalid to have conflicting binding types in the shaders.
|
||||
TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
|
||||
wgpu::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform UniformBuffer {
|
||||
vec4 pos;
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[block]] struct S {
|
||||
[[offset(0)]] pos : vec4<f32>;
|
||||
};
|
||||
[[set(0), binding(0)]] var<uniform> ubo : S;
|
||||
|
||||
void main() {})");
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) buffer StorageBuffer {
|
||||
vec4 pos;
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[block]] struct S {
|
||||
[[offset(0)]] pos : vec4<f32>;
|
||||
};
|
||||
[[set(0), binding(0)]] var<storage_buffer> ssbo : S;
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.layout = nullptr;
|
||||
|
@ -614,19 +609,17 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
|
|||
|
||||
// Test it is invalid to have conflicting binding texture multisampling in the shaders.
|
||||
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
|
||||
wgpu::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform texture2D tex;
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
|
||||
|
||||
void main() {})");
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform texture2DMS tex;
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_multisampled_2d<f32>;
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.layout = nullptr;
|
||||
|
@ -638,19 +631,17 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
|
|||
|
||||
// Test it is invalid to have conflicting binding texture dimension in the shaders.
|
||||
TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
|
||||
wgpu::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform texture2D tex;
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
|
||||
|
||||
void main() {})");
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform texture3D tex;
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_3d<f32>;
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.layout = nullptr;
|
||||
|
@ -662,19 +653,17 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
|
|||
|
||||
// Test it is invalid to have conflicting binding texture component type in the shaders.
|
||||
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
|
||||
wgpu::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform texture2D tex;
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
|
||||
|
||||
void main() {})");
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform utexture2D tex;
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<i32>;
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.layout = nullptr;
|
||||
|
@ -687,35 +676,27 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
|
|||
// Test it is an error to query an out of range bind group layout.
|
||||
TEST_F(GetBindGroupLayoutTests, OutOfRangeIndex) {
|
||||
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform Buffer1 {
|
||||
vec4 pos1;
|
||||
};
|
||||
void main() {})")
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})")
|
||||
.GetBindGroupLayout(kMaxBindGroups));
|
||||
|
||||
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform Buffer1 {
|
||||
vec4 pos1;
|
||||
};
|
||||
void main() {})")
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})")
|
||||
.GetBindGroupLayout(kMaxBindGroups + 1));
|
||||
}
|
||||
|
||||
// Test that unused indices return the empty bind group layout.
|
||||
TEST_F(GetBindGroupLayoutTests, UnusedIndex) {
|
||||
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform Buffer1 {
|
||||
vec4 pos1;
|
||||
[[block]] struct S {
|
||||
[[offset(0)]] pos : vec4<f32>;
|
||||
};
|
||||
[[set(0), binding(0)]] var<uniform> uniforms0 : S;
|
||||
[[set(2), binding(0)]] var<uniform> uniforms2 : S;
|
||||
|
||||
layout(set = 2, binding = 0) uniform Buffer2 {
|
||||
vec4 pos2;
|
||||
};
|
||||
|
||||
void main() {})");
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::BindGroupLayoutDescriptor desc = {};
|
||||
desc.entryCount = 0;
|
||||
|
@ -749,20 +730,17 @@ TEST_F(GetBindGroupLayoutTests, Reflection) {
|
|||
|
||||
wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc);
|
||||
|
||||
wgpu::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform Buffer1 {
|
||||
vec4 pos1;
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[block]] struct S {
|
||||
[[offset(0)]] pos : vec4<f32>;
|
||||
};
|
||||
[[set(0), binding(0)]] var<uniform> uniforms : S;
|
||||
|
||||
void main() {
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
wgpu::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
|
||||
|
|
Loading…
Reference in New Issue