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>
This commit is contained in:
Corentin Wallez 2020-11-26 15:05:36 +00:00 committed by Commit Bot service account
parent b92c375560
commit 218a3d71c3
1 changed files with 208 additions and 230 deletions

View File

@ -20,13 +20,11 @@
class GetBindGroupLayoutTests : public ValidationTest {
protected:
wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
void main() {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[stage(vertex)]] fn main() -> void {
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, shader);
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, shader);
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
@ -40,32 +38,28 @@ class GetBindGroupLayoutTests : public ValidationTest {
// Test that GetBindGroupLayout returns the same object for the same index
// and for matching layouts.
TEST_F(GetBindGroupLayoutTests, SameObject) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer1 {
vec4 pos1;
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<uniform> uniform0 : S;
[[set(1), binding(0)]] var<uniform> uniform1 : S;
layout(set = 1, binding = 0) uniform UniformBuffer2 {
vec4 pos2;
};
void main() {
[[stage(vertex)]] fn main() -> void {
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 2, binding = 0) uniform UniformBuffer3 {
vec4 pos3;
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S2 {
[[offset(0)]] pos : vec4<f32>;
};
[[set(2), binding(0)]] var<uniform> uniform2 : S2;
layout(set = 3, binding = 0) buffer StorageBuffer {
mat4 pos4;
[[block]] struct S3 {
[[offset(0)]] pos : mat4x4<f32>;
};
[[set(3), binding(0)]] var<storage_buffer> storage3 : S3;
void main() {
[[stage(fragment)]] fn main() -> void {
})");
utils::ComboRenderPipelineDescriptor descriptor(device);
@ -93,12 +87,12 @@ TEST_F(GetBindGroupLayoutTests, SameObject) {
// - dynamic offsets is false
TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<uniform> uniforms : S;
void main() {
[[stage(fragment)]] fn main() -> void {
})");
wgpu::BindGroupLayoutEntry binding = {};
@ -130,13 +124,13 @@ TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
// Test GetBindGroupLayout works with a compute pipeline
TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
wgpu::ShaderModule csModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer {
vec4 pos;
wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
void main() {
[[set(0), binding(0)]] var<uniform> uniforms : S;
[[stage(compute)]] fn main() -> void {
})");
wgpu::ComputePipelineDescriptor descriptor;
@ -177,35 +171,38 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
binding.visibility = wgpu::ShaderStage::Fragment;
binding.type = wgpu::BindingType::StorageBuffer;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) buffer Storage {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<storage_buffer> ssbo : S;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.type = wgpu::BindingType::UniformBuffer;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<uniform> uniforms : S;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.type = wgpu::BindingType::ReadonlyStorageBuffer;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) readonly buffer Storage {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<storage_buffer> ssbo : [[access(read)]] S;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
@ -213,30 +210,30 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
{
binding.type = wgpu::BindingType::SampledTexture;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.type = wgpu::BindingType::MultisampledTexture;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2DMS tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_multisampled_2d<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.type = wgpu::BindingType::Sampler;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform sampler samp;
[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
@ -256,60 +253,60 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.viewDimension = wgpu::TextureViewDimension::e1D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture1D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_1d<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::e2DArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2DArray tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d_array<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::e3D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture3D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_3d<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::Cube;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform textureCube tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_cube<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.viewDimension = wgpu::TextureViewDimension::CubeArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform textureCubeArray tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_cube_array<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
@ -329,30 +326,30 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
{
binding.textureComponentType = wgpu::TextureComponentType::Float;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform texture2D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.textureComponentType = wgpu::TextureComponentType::Sint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform itexture2D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<i32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.textureComponentType = wgpu::TextureComponentType::Uint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform utexture2D tex;
[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<u32>;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
@ -372,63 +369,63 @@ TEST_F(GetBindGroupLayoutTests, BindingIndices) {
{
binding.binding = 0;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 0) uniform Buffer {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<uniform> uniforms : S;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.binding = 1;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 1) uniform Buffer {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(1)]] var<uniform> uniforms : S;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_EQ(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
{
binding.binding = 2;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
#version 450
layout(set = 0, binding = 1) uniform Buffer {
vec4 pos;
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(1)]] var<uniform> uniforms : S;
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
EXPECT_NE(device.CreateBindGroupLayout(&desc).Get(), pipeline.GetBindGroupLayout(0).Get());
}
}
// Test it is valid to have duplicate bindings in the shaders.
TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer1 {
vec4 pos1;
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(0), binding(0)]] var<uniform> uniform0 : S;
[[set(1), binding(0)]] var<uniform> uniform1 : S;
layout(set = 1, binding = 0) uniform UniformBuffer2 {
vec4 pos2;
[[stage(vertex)]] fn main() -> void {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S {
[[offset(0)]] pos : vec4<f32>;
};
[[set(1), binding(0)]] var<uniform> uniforms : S;
void main() {})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 1, binding = 0) uniform UniformBuffer3 {
vec4 pos3;
};
void main() {})");
[[stage(fragment)]] fn main() -> void {
})");
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = nullptr;
@ -440,39 +437,41 @@ TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
// Test that minBufferSize is set on the BGL and that the max of the min buffer sizes is used.
TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
wgpu::ShaderModule vsModule4 =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer {
float pos;
wgpu::ShaderModule vsModule4 = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S {
[[offset(0)]] pos : f32;
};
void main() {})");
[[set(0), binding(0)]] var<uniform> uniforms : S;
wgpu::ShaderModule vsModule64 =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform UniformBuffer1 {
mat4 pos;
[[stage(vertex)]] fn main() -> void {
})");
wgpu::ShaderModule vsModule64 = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct S {
[[offset(0)]] pos : mat4x4<f32>;
};
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);