Update TextureSubresourceTests to use WGSL

Bug: dawn:572
Change-Id: I7a008c4c52c7e42cd73c4591854f8910d1a04dc7
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33769
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
Austin Eng 2020-11-26 13:22:15 +00:00 committed by Commit Bot service account
parent 4f5cfd2319
commit 225074a74a
1 changed files with 43 additions and 33 deletions

View File

@ -49,22 +49,24 @@ class TextureSubresourceTest : public DawnTest {
} }
void DrawTriangle(const wgpu::TextureView& view) { void DrawTriangle(const wgpu::TextureView& view) {
wgpu::ShaderModule vsModule = wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( [[builtin(vertex_idx)]] var<in> VertexIndex : u32;
#version 450 [[builtin(position)]] var<out> Position : vec4<f32>;
void main() {
const vec2 pos[3] = vec2[3](
vec2(-1.f, 1.f), vec2(-1.f, -1.f), vec2(1.f, -1.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
})");
wgpu::ShaderModule fsModule = [[stage(vertex)]] fn main() -> void {
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
#version 450 vec2<f32>(-1.0, 1.0),
layout(location = 0) out vec4 fragColor; vec2<f32>(-1.0, -1.0),
void main() { vec2<f32>( 1.0, -1.0));
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})"); Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");
utils::ComboRenderPipelineDescriptor descriptor(device); utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule; descriptor.vertexStage.module = vsModule;
@ -87,25 +89,33 @@ class TextureSubresourceTest : public DawnTest {
} }
void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) { void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) {
wgpu::ShaderModule vsModule = wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( [[builtin(vertex_idx)]] var<in> VertexIndex : u32;
#version 450 [[builtin(position)]] var<out> Position : vec4<f32>;
void main() {
const vec2 pos[6] = vec2[6](
vec2(-1.f, -1.f), vec2(1.f, 1.f), vec2(-1.f, 1.f),
vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(1.f, 1.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
})");
wgpu::ShaderModule fsModule = [[stage(vertex)]] fn main() -> void {
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
#version 450 vec2<f32>(-1.0, -1.0),
layout (set = 0, binding = 0) uniform sampler samp; vec2<f32>( 1.0, 1.0),
layout (set = 0, binding = 1) uniform texture2D tex; vec2<f32>(-1.0, 1.0),
layout (location = 0) out vec4 fragColor; vec2<f32>(-1.0, -1.0),
void main() { vec2<f32>( 1.0, -1.0),
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / 4); vec2<f32>( 1.0, 1.0));
})");
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[set(0), binding(0)]] var<uniform_constant> samp : sampler;
[[set(0), binding(1)]] var<uniform_constant> tex : texture_2d<f32>;
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = textureSample(tex, samp, FragCoord.xy / vec2<f32>(4.0, 4.0));
})");
utils::ComboRenderPipelineDescriptor descriptor(device); utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule; descriptor.vertexStage.module = vsModule;