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>
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@ -49,21 +49,23 @@ class TextureSubresourceTest : public DawnTest {
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}
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void DrawTriangle(const wgpu::TextureView& view) {
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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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const vec2 pos[3] = vec2[3](
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vec2(-1.f, 1.f), vec2(-1.f, -1.f), vec2(1.f, -1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, -1.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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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(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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@ -87,24 +89,32 @@ class TextureSubresourceTest : public DawnTest {
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}
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void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) {
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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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const vec2 pos[6] = vec2[6](
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vec2(-1.f, -1.f), vec2(1.f, 1.f), vec2(-1.f, 1.f),
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vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(1.f, 1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>( 1.0, 1.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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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 = 0, binding = 0) uniform sampler samp;
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layout (set = 0, binding = 1) uniform texture2D tex;
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layout (location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / 4);
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> samp : sampler;
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[[set(0), binding(1)]] var<uniform_constant> tex : texture_2d<f32>;
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = textureSample(tex, samp, FragCoord.xy / vec2<f32>(4.0, 4.0));
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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