Remove ShaderStage that doesn't exist in WebGPU.
Instead it is replaced by one enum in dawn_native and another in utils. BUG=dawn:22 Change-Id: I094a40c8d4e22b704e59aea60cbefd1f05c5352a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8800 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
parent
06ab6e5b13
commit
2a1d8c2b1d
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@ -938,14 +938,6 @@
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{"name": "code", "type": "uint32_t", "annotation": "const*", "length": "code size"}
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]
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},
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"shader stage": {
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"category": "enum",
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"values": [
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{"value": 0, "name": "vertex"},
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{"value": 1, "name": "fragment"},
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{"value": 2, "name": "compute"}
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]
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},
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"shader stage bit": {
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"category": "bitmask",
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"values": [
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@ -55,7 +55,7 @@ void init() {
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
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#version 450
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layout(std140, set = 0, binding = 0) uniform Constants {
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@ -102,7 +102,8 @@ void init() {
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gl_Position = vec4(xpos, ypos, 0.0, 1.0);
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})");
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) in vec4 v_color;
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@ -44,7 +44,8 @@ void init() {
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"void main() {\n"
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" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
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"}\n";
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DawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
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DawnShaderModule vsModule =
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utils::CreateShaderModule(dawn::Device(device), utils::ShaderStage::Vertex, vs).Release();
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const char* fs =
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"#version 450\n"
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@ -52,7 +53,8 @@ void init() {
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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DawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
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DawnShaderModule fsModule =
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utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fs).Release();
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{
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DawnRenderPipelineDescriptor descriptor;
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@ -94,7 +94,7 @@ void initBuffers() {
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}
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void initRender() {
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec2 a_particlePos;
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layout(location = 1) in vec2 a_particleVel;
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@ -107,7 +107,8 @@ void initRender() {
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}
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)");
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::ShaderStage::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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@ -143,7 +144,7 @@ void initRender() {
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}
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void initSim() {
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dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
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dawn::ShaderModule module = utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
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#version 450
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struct Particle {
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@ -94,15 +94,15 @@ void init() {
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initBuffers();
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initTextures();
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})"
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);
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})");
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler mySampler;
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layout(set = 0, binding = 1) uniform texture2D myTexture;
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@ -121,7 +121,7 @@ void init() {
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initBuffers();
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform cameraData {
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mat4 view;
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@ -136,10 +136,10 @@ void init() {
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void main() {
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f_col = col;
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gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
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})"
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);
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})");
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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dawn::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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layout(location = 0) out vec4 fragColor;
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@ -148,7 +148,7 @@ void init() {
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})");
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dawn::ShaderModule fsReflectionModule =
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utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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layout(location = 0) out vec4 fragColor;
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@ -27,7 +27,7 @@ namespace dawn_native {
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DAWN_TRY(device->ValidateObject(descriptor->layout));
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DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->computeStage,
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descriptor->layout, dawn::ShaderStage::Compute));
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descriptor->layout, ShaderStage::Compute));
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return {};
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}
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@ -16,12 +16,12 @@
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namespace dawn_native {
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BitSetIterator<kNumStages, dawn::ShaderStage> IterateStages(dawn::ShaderStageBit stages) {
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BitSetIterator<kNumStages, ShaderStage> IterateStages(dawn::ShaderStageBit stages) {
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std::bitset<kNumStages> bits(static_cast<uint32_t>(stages));
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return BitSetIterator<kNumStages, dawn::ShaderStage>(bits);
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return BitSetIterator<kNumStages, ShaderStage>(bits);
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}
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dawn::ShaderStageBit StageBit(dawn::ShaderStage stage) {
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dawn::ShaderStageBit StageBit(ShaderStage stage) {
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ASSERT(static_cast<uint32_t>(stage) < kNumStages);
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return static_cast<dawn::ShaderStageBit>(1 << static_cast<uint32_t>(stage));
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}
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@ -25,22 +25,24 @@
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namespace dawn_native {
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static_assert(static_cast<uint32_t>(dawn::ShaderStage::Vertex) < kNumStages, "");
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static_assert(static_cast<uint32_t>(dawn::ShaderStage::Fragment) < kNumStages, "");
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static_assert(static_cast<uint32_t>(dawn::ShaderStage::Compute) < kNumStages, "");
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enum class ShaderStage { Vertex, Fragment, Compute };
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static_assert(static_cast<uint32_t>(ShaderStage::Vertex) < kNumStages, "");
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static_assert(static_cast<uint32_t>(ShaderStage::Fragment) < kNumStages, "");
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static_assert(static_cast<uint32_t>(ShaderStage::Compute) < kNumStages, "");
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static_assert(static_cast<uint32_t>(dawn::ShaderStageBit::Vertex) ==
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(1 << static_cast<uint32_t>(dawn::ShaderStage::Vertex)),
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(1 << static_cast<uint32_t>(ShaderStage::Vertex)),
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"");
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static_assert(static_cast<uint32_t>(dawn::ShaderStageBit::Fragment) ==
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(1 << static_cast<uint32_t>(dawn::ShaderStage::Fragment)),
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(1 << static_cast<uint32_t>(ShaderStage::Fragment)),
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"");
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static_assert(static_cast<uint32_t>(dawn::ShaderStageBit::Compute) ==
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(1 << static_cast<uint32_t>(dawn::ShaderStage::Compute)),
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(1 << static_cast<uint32_t>(ShaderStage::Compute)),
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"");
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BitSetIterator<kNumStages, dawn::ShaderStage> IterateStages(dawn::ShaderStageBit stages);
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dawn::ShaderStageBit StageBit(dawn::ShaderStage stage);
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BitSetIterator<kNumStages, ShaderStage> IterateStages(dawn::ShaderStageBit stages);
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dawn::ShaderStageBit StageBit(ShaderStage stage);
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static constexpr dawn::ShaderStageBit kAllStages =
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static_cast<dawn::ShaderStageBit>((1 << kNumStages) - 1);
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@ -53,11 +55,11 @@ namespace dawn_native {
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mData.fill(initialValue);
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}
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T& operator[](dawn::ShaderStage stage) {
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T& operator[](ShaderStage stage) {
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DAWN_ASSERT(static_cast<uint32_t>(stage) < kNumStages);
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return mData[static_cast<uint32_t>(stage)];
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}
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const T& operator[](dawn::ShaderStage stage) const {
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const T& operator[](ShaderStage stage) const {
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DAWN_ASSERT(static_cast<uint32_t>(stage) < kNumStages);
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return mData[static_cast<uint32_t>(stage)];
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}
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@ -23,7 +23,7 @@ namespace dawn_native {
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MaybeError ValidatePipelineStageDescriptor(DeviceBase* device,
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const PipelineStageDescriptor* descriptor,
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const PipelineLayoutBase* layout,
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dawn::ShaderStage stage) {
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ShaderStage stage) {
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DAWN_TRY(device->ValidateObject(descriptor->module));
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if (descriptor->entryPoint != std::string("main")) {
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@ -31,7 +31,7 @@ namespace dawn_native {
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MaybeError ValidatePipelineStageDescriptor(DeviceBase* device,
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const PipelineStageDescriptor* descriptor,
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const PipelineLayoutBase* layout,
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dawn::ShaderStage stage);
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ShaderStage stage);
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class PipelineBase : public ObjectBase {
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public:
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@ -274,9 +274,9 @@ namespace dawn_native {
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DAWN_TRY(ValidateVertexInputDescriptor(descriptor->vertexInput, &attributesSetMask));
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DAWN_TRY(ValidatePrimitiveTopology(descriptor->primitiveTopology));
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DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->vertexStage,
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descriptor->layout, dawn::ShaderStage::Vertex));
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descriptor->layout, ShaderStage::Vertex));
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DAWN_TRY(ValidatePipelineStageDescriptor(device, descriptor->fragmentStage,
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descriptor->layout, dawn::ShaderStage::Fragment));
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descriptor->layout, ShaderStage::Fragment));
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DAWN_TRY(ValidateRasterizationStateDescriptor(descriptor->rasterizationState));
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if ((descriptor->vertexStage->module->GetUsedVertexAttributes() & ~attributesSetMask)
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@ -102,13 +102,13 @@ namespace dawn_native {
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switch (compiler.get_execution_model()) {
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case spv::ExecutionModelVertex:
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mExecutionModel = dawn::ShaderStage::Vertex;
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mExecutionModel = ShaderStage::Vertex;
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break;
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case spv::ExecutionModelFragment:
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mExecutionModel = dawn::ShaderStage::Fragment;
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mExecutionModel = ShaderStage::Fragment;
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break;
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case spv::ExecutionModelGLCompute:
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mExecutionModel = dawn::ShaderStage::Compute;
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mExecutionModel = ShaderStage::Compute;
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break;
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default:
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UNREACHABLE();
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dawn::BindingType::StorageBuffer);
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// Extract the vertex attributes
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if (mExecutionModel == dawn::ShaderStage::Vertex) {
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if (mExecutionModel == ShaderStage::Vertex) {
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for (const auto& attrib : resources.stage_inputs) {
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ASSERT(compiler.get_decoration_bitset(attrib.id).get(spv::DecorationLocation));
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uint32_t location = compiler.get_decoration(attrib.id, spv::DecorationLocation);
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}
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}
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if (mExecutionModel == dawn::ShaderStage::Fragment) {
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if (mExecutionModel == ShaderStage::Fragment) {
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// Without a location qualifier on vertex inputs, spirv_cross::CompilerMSL gives them
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// all the location 0, causing a compile error.
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for (const auto& attrib : resources.stage_inputs) {
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@ -198,7 +198,7 @@ namespace dawn_native {
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return mUsedVertexAttributes;
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}
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dawn::ShaderStage ShaderModuleBase::GetExecutionModel() const {
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ShaderStage ShaderModuleBase::GetExecutionModel() const {
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ASSERT(!IsError());
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return mExecutionModel;
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}
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@ -19,6 +19,7 @@
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#include "dawn_native/Error.h"
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#include "dawn_native/Forward.h"
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#include "dawn_native/ObjectBase.h"
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#include "dawn_native/PerStage.h"
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#include "dawn_native/dawn_platform.h"
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@ -58,7 +59,7 @@ namespace dawn_native {
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const ModuleBindingInfo& GetBindingInfo() const;
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const std::bitset<kMaxVertexAttributes>& GetUsedVertexAttributes() const;
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dawn::ShaderStage GetExecutionModel() const;
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ShaderStage GetExecutionModel() const;
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bool IsCompatibleWithPipelineLayout(const PipelineLayoutBase* layout);
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@ -82,7 +83,7 @@ namespace dawn_native {
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ModuleBindingInfo mBindingInfo;
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std::bitset<kMaxVertexAttributes> mUsedVertexAttributes;
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dawn::ShaderStage mExecutionModel;
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ShaderStage mExecutionModel;
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};
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} // namespace dawn_native
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@ -312,13 +312,13 @@ namespace dawn_native { namespace d3d12 {
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const char* compileTarget = nullptr;
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D3D12_SHADER_BYTECODE* shader = nullptr;
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switch (stage) {
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case dawn::ShaderStage::Vertex:
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case ShaderStage::Vertex:
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module = ToBackend(descriptor->vertexStage->module);
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entryPoint = descriptor->vertexStage->entryPoint;
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shader = &descriptorD3D12.VS;
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compileTarget = "vs_5_1";
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break;
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case dawn::ShaderStage::Fragment:
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case ShaderStage::Fragment:
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module = ToBackend(descriptor->fragmentStage->module);
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entryPoint = descriptor->fragmentStage->entryPoint;
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shader = &descriptorD3D12.PS;
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@ -219,15 +219,15 @@ namespace dawn_native { namespace metal {
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if (hasVertStage) {
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vertIndex = pipelineLayout->GetBindingIndexInfo(
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dawn::ShaderStage::Vertex)[index][bindingIndex];
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ShaderStage::Vertex)[index][bindingIndex];
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}
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if (hasFragStage) {
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fragIndex = pipelineLayout->GetBindingIndexInfo(
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dawn::ShaderStage::Fragment)[index][bindingIndex];
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ShaderStage::Fragment)[index][bindingIndex];
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}
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if (hasComputeStage) {
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computeIndex = pipelineLayout->GetBindingIndexInfo(
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dawn::ShaderStage::Compute)[index][bindingIndex];
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ShaderStage::Compute)[index][bindingIndex];
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}
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switch (layout.types[bindingIndex]) {
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@ -26,7 +26,7 @@ namespace dawn_native { namespace metal {
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const ShaderModule* computeModule = ToBackend(descriptor->computeStage->module);
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const char* computeEntryPoint = descriptor->computeStage->entryPoint;
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ShaderModule::MetalFunctionData computeData = computeModule->GetFunction(
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computeEntryPoint, dawn::ShaderStage::Compute, ToBackend(GetLayout()));
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computeEntryPoint, ShaderStage::Compute, ToBackend(GetLayout()));
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NSError* error = nil;
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mMtlComputePipelineState =
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@ -35,7 +35,7 @@ namespace dawn_native { namespace metal {
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using BindingIndexInfo =
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std::array<std::array<uint32_t, kMaxBindingsPerGroup>, kMaxBindGroups>;
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const BindingIndexInfo& GetBindingIndexInfo(dawn::ShaderStage stage) const;
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const BindingIndexInfo& GetBindingIndexInfo(ShaderStage stage) const;
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private:
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PerStage<BindingIndexInfo> mIndexInfo;
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@ -60,7 +60,7 @@ namespace dawn_native { namespace metal {
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}
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const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo(
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dawn::ShaderStage stage) const {
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ShaderStage stage) const {
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return mIndexInfo[stage];
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}
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@ -317,13 +317,13 @@ namespace dawn_native { namespace metal {
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const ShaderModule* vertexModule = ToBackend(descriptor->vertexStage->module);
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const char* vertexEntryPoint = descriptor->vertexStage->entryPoint;
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ShaderModule::MetalFunctionData vertexData = vertexModule->GetFunction(
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vertexEntryPoint, dawn::ShaderStage::Vertex, ToBackend(GetLayout()));
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vertexEntryPoint, ShaderStage::Vertex, ToBackend(GetLayout()));
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descriptorMTL.vertexFunction = vertexData.function;
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const ShaderModule* fragmentModule = ToBackend(descriptor->fragmentStage->module);
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const char* fragmentEntryPoint = descriptor->fragmentStage->entryPoint;
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ShaderModule::MetalFunctionData fragmentData = fragmentModule->GetFunction(
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fragmentEntryPoint, dawn::ShaderStage::Fragment, ToBackend(GetLayout()));
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fragmentEntryPoint, ShaderStage::Fragment, ToBackend(GetLayout()));
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descriptorMTL.fragmentFunction = fragmentData.function;
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if (HasDepthStencilAttachment()) {
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@ -40,7 +40,7 @@ namespace dawn_native { namespace metal {
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}
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};
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MetalFunctionData GetFunction(const char* functionName,
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dawn::ShaderStage functionStage,
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ShaderStage functionStage,
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const PipelineLayout* layout) const;
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private:
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@ -26,13 +26,13 @@ namespace dawn_native { namespace metal {
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namespace {
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spv::ExecutionModel SpirvExecutionModelForStage(dawn::ShaderStage stage) {
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spv::ExecutionModel SpirvExecutionModelForStage(ShaderStage stage) {
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switch (stage) {
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case dawn::ShaderStage::Vertex:
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case ShaderStage::Vertex:
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return spv::ExecutionModelVertex;
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case dawn::ShaderStage::Fragment:
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case ShaderStage::Fragment:
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return spv::ExecutionModelFragment;
|
||||
case dawn::ShaderStage::Compute:
|
||||
case ShaderStage::Compute:
|
||||
return spv::ExecutionModelGLCompute;
|
||||
default:
|
||||
UNREACHABLE();
|
||||
|
@ -48,7 +48,7 @@ namespace dawn_native { namespace metal {
|
|||
}
|
||||
|
||||
ShaderModule::MetalFunctionData ShaderModule::GetFunction(const char* functionName,
|
||||
dawn::ShaderStage functionStage,
|
||||
ShaderStage functionStage,
|
||||
const PipelineLayout* layout) const {
|
||||
spirv_cross::CompilerMSL compiler(mSpirv);
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace dawn_native { namespace opengl {
|
|||
ComputePipeline::ComputePipeline(Device* device, const ComputePipelineDescriptor* descriptor)
|
||||
: ComputePipelineBase(device, descriptor) {
|
||||
PerStage<const ShaderModule*> modules(nullptr);
|
||||
modules[dawn::ShaderStage::Compute] = ToBackend(descriptor->computeStage->module);
|
||||
modules[ShaderStage::Compute] = ToBackend(descriptor->computeStage->module);
|
||||
|
||||
PipelineGL::Initialize(device->gl, ToBackend(descriptor->layout), modules);
|
||||
}
|
||||
|
|
|
@ -28,13 +28,13 @@ namespace dawn_native { namespace opengl {
|
|||
|
||||
namespace {
|
||||
|
||||
GLenum GLShaderType(dawn::ShaderStage stage) {
|
||||
GLenum GLShaderType(ShaderStage stage) {
|
||||
switch (stage) {
|
||||
case dawn::ShaderStage::Vertex:
|
||||
case ShaderStage::Vertex:
|
||||
return GL_VERTEX_SHADER;
|
||||
case dawn::ShaderStage::Fragment:
|
||||
case ShaderStage::Fragment:
|
||||
return GL_FRAGMENT_SHADER;
|
||||
case dawn::ShaderStage::Compute:
|
||||
case ShaderStage::Compute:
|
||||
return GL_COMPUTE_SHADER;
|
||||
default:
|
||||
UNREACHABLE();
|
||||
|
@ -75,13 +75,13 @@ namespace dawn_native { namespace opengl {
|
|||
mProgram = gl.CreateProgram();
|
||||
|
||||
dawn::ShaderStageBit activeStages = dawn::ShaderStageBit::None;
|
||||
for (dawn::ShaderStage stage : IterateStages(kAllStages)) {
|
||||
for (ShaderStage stage : IterateStages(kAllStages)) {
|
||||
if (modules[stage] != nullptr) {
|
||||
activeStages |= StageBit(stage);
|
||||
}
|
||||
}
|
||||
|
||||
for (dawn::ShaderStage stage : IterateStages(activeStages)) {
|
||||
for (ShaderStage stage : IterateStages(activeStages)) {
|
||||
GLuint shader = CreateShader(gl, GLShaderType(stage), modules[stage]->GetSource());
|
||||
gl.AttachShader(mProgram, shader);
|
||||
}
|
||||
|
@ -143,7 +143,7 @@ namespace dawn_native { namespace opengl {
|
|||
// Compute links between stages for combined samplers, then bind them to texture units
|
||||
{
|
||||
std::set<CombinedSampler> combinedSamplersSet;
|
||||
for (dawn::ShaderStage stage : IterateStages(activeStages)) {
|
||||
for (ShaderStage stage : IterateStages(activeStages)) {
|
||||
for (const auto& combined : modules[stage]->GetCombinedSamplerInfo()) {
|
||||
combinedSamplersSet.insert(combined);
|
||||
}
|
||||
|
|
|
@ -198,8 +198,8 @@ namespace dawn_native { namespace opengl {
|
|||
mVertexArrayObject(0),
|
||||
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
|
||||
PerStage<const ShaderModule*> modules(nullptr);
|
||||
modules[dawn::ShaderStage::Vertex] = ToBackend(descriptor->vertexStage->module);
|
||||
modules[dawn::ShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
|
||||
modules[ShaderStage::Vertex] = ToBackend(descriptor->vertexStage->module);
|
||||
modules[ShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
|
||||
|
||||
PipelineGL::Initialize(device->gl, ToBackend(GetLayout()), modules);
|
||||
CreateVAOForVertexInput(descriptor->vertexInput);
|
||||
|
|
|
@ -66,7 +66,7 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
|
|||
)";
|
||||
|
||||
dawn::ShaderModule module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, shader);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, shader);
|
||||
dawn::ComputePipelineDescriptor cpDesc;
|
||||
cpDesc.layout = pl;
|
||||
|
||||
|
@ -98,7 +98,7 @@ TEST_P(BindGroupTests, ReusedUBO) {
|
|||
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
|
||||
mat2 transform;
|
||||
|
@ -106,10 +106,10 @@ TEST_P(BindGroupTests, ReusedUBO) {
|
|||
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(transform * pos[gl_VertexIndex], 0.f, 1.f);
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 1) uniform fragmentUniformBuffer {
|
||||
vec4 color;
|
||||
|
@ -117,8 +117,7 @@ TEST_P(BindGroupTests, ReusedUBO) {
|
|||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = color;
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
|
||||
device,
|
||||
|
@ -183,7 +182,7 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
|
|||
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
|
||||
mat2 transform;
|
||||
|
@ -191,18 +190,17 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
|
|||
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(transform * pos[gl_VertexIndex], 0.f, 1.f);
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 1) uniform sampler samp;
|
||||
layout (set = 0, binding = 2) uniform texture2D tex;
|
||||
layout (location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy);
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(
|
||||
device,
|
||||
|
@ -301,7 +299,7 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
|
|||
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 0) uniform vertexUniformBuffer1 {
|
||||
mat2 transform1;
|
||||
|
@ -315,7 +313,7 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 1) uniform fragmentUniformBuffer1 {
|
||||
vec4 color1;
|
||||
|
@ -396,7 +394,7 @@ TEST_P(BindGroupTests, DrawTwiceInSamePipelineWithFourBindGroupSets)
|
|||
{
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f));
|
||||
|
@ -404,7 +402,7 @@ TEST_P(BindGroupTests, DrawTwiceInSamePipelineWithFourBindGroupSets)
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (std140, set = 0, binding = 0) uniform fragmentUniformBuffer1 {
|
||||
vec4 color1;
|
||||
|
|
|
@ -37,7 +37,7 @@ class ClipSpaceTest : public DawnTest {
|
|||
gl_Position = vec4(pos[gl_VertexIndex], 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cVertexStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
|
||||
|
||||
const char* fs =
|
||||
R"(#version 450
|
||||
|
@ -46,7 +46,7 @@ class ClipSpaceTest : public DawnTest {
|
|||
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cFragmentStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fs);
|
||||
|
||||
pipelineDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::LessEqual;
|
||||
pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState;
|
||||
|
|
|
@ -29,7 +29,7 @@ class ColorStateTest : public DawnTest {
|
|||
void SetUp() override {
|
||||
DawnTest::SetUp();
|
||||
|
||||
vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(3.f, -1.f), vec2(-1.f, 3.f));
|
||||
|
@ -56,7 +56,7 @@ class ColorStateTest : public DawnTest {
|
|||
// attachment. basePipeline has no blending
|
||||
void SetupSingleSourcePipelines(dawn::ColorStateDescriptor colorStateDescriptor) {
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
vec4 color;
|
||||
|
@ -772,7 +772,8 @@ TEST_P(ColorStateTest, IndependentColorState) {
|
|||
utils::ComboRenderPassDescriptor renderPass({renderTargetViews[0], renderTargetViews[1],
|
||||
renderTargetViews[2], renderTargetViews[3]});
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
vec4 color0;
|
||||
|
@ -882,7 +883,8 @@ TEST_P(ColorStateTest, IndependentColorState) {
|
|||
|
||||
// Test that the default blend color is correctly set at the beginning of every subpass
|
||||
TEST_P(ColorStateTest, DefaultBlendColor) {
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
vec4 color;
|
||||
|
@ -1005,7 +1007,8 @@ TEST_P(ColorStateTest, DefaultBlendColor) {
|
|||
// persisted and prevented a render pass loadOp from fully clearing the output
|
||||
// attachment.
|
||||
TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) {
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
vec4 color;
|
||||
|
|
|
@ -145,7 +145,7 @@ class CompressedTextureBCFormatTest : public DawnTest {
|
|||
|
||||
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location=0) out vec2 texCoord;
|
||||
void main() {
|
||||
|
@ -158,7 +158,7 @@ class CompressedTextureBCFormatTest : public DawnTest {
|
|||
texCoord = gl_Position.xy / 2.0f + vec2(0.5f);
|
||||
})");
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler sampler0;
|
||||
layout(set = 0, binding = 1) uniform texture2D texture0;
|
||||
|
|
|
@ -35,7 +35,7 @@ void ComputeCopyStorageBufferTests::BasicTest(const char* shader) {
|
|||
});
|
||||
|
||||
// Set up shader and pipeline
|
||||
auto module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, shader);
|
||||
auto module = utils::CreateShaderModule(device, utils::ShaderStage::Compute, shader);
|
||||
auto pl = utils::MakeBasicPipelineLayout(device, &bgl);
|
||||
|
||||
dawn::ComputePipelineDescriptor csDesc;
|
||||
|
|
|
@ -53,7 +53,7 @@ void ComputeIndirectTests::BasicTest(std::initializer_list<uint32_t> bufferList,
|
|||
|
||||
// Set up shader and pipeline
|
||||
dawn::ShaderModule module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, shaderSource);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, shaderSource);
|
||||
dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
|
||||
|
||||
dawn::ComputePipelineDescriptor csDesc;
|
||||
|
|
|
@ -32,7 +32,7 @@ void ComputeSharedMemoryTests::BasicTest(const char* shader) {
|
|||
});
|
||||
|
||||
// Set up shader and pipeline
|
||||
auto module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, shader);
|
||||
auto module = utils::CreateShaderModule(device, utils::ShaderStage::Compute, shader);
|
||||
auto pl = utils::MakeBasicPipelineLayout(device, &bgl);
|
||||
|
||||
dawn::ComputePipelineDescriptor csDesc;
|
||||
|
|
|
@ -37,7 +37,7 @@ class CullingTest : public DawnTest {
|
|||
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cVertexStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
|
||||
|
||||
// gl_FragCoord of pixel(x, y) in framebuffer coordinate is (x + 0.5, y + 0.5). And we use
|
||||
// RGBA8 format for the back buffer. So (gl_FragCoord.xy - vec2(0.5)) / 255 in shader code
|
||||
|
@ -49,7 +49,7 @@ class CullingTest : public DawnTest {
|
|||
fragColor = vec4((gl_FragCoord.xy - vec2(0.5)) / 255, 0.0, 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cFragmentStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fs);
|
||||
|
||||
// Set culling mode and front face according to the parameters
|
||||
pipelineDescriptor.cRasterizationState.frontFace = frontFace;
|
||||
|
|
|
@ -54,7 +54,7 @@ class DepthStencilStateTest : public DawnTest {
|
|||
|
||||
depthTextureView = depthTexture.CreateDefaultView();
|
||||
|
||||
vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
vec3 color;
|
||||
|
@ -69,7 +69,7 @@ class DepthStencilStateTest : public DawnTest {
|
|||
}
|
||||
)");
|
||||
|
||||
fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
vec3 color;
|
||||
|
|
|
@ -27,7 +27,7 @@ class DestroyTest : public DawnTest {
|
|||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -35,7 +35,7 @@ class DestroyTest : public DawnTest {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -27,7 +27,7 @@ class DrawIndexedIndirectTest : public DawnTest {
|
|||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -35,7 +35,7 @@ class DrawIndexedIndirectTest : public DawnTest {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -27,20 +27,20 @@ class DrawIndexedTest : public DawnTest {
|
|||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
gl_Position = pos;
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
|
|
|
@ -27,7 +27,7 @@ class DrawIndirectTest : public DawnTest {
|
|||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -35,7 +35,7 @@ class DrawIndirectTest : public DawnTest {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -27,7 +27,7 @@ class DrawTest : public DawnTest {
|
|||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -35,7 +35,7 @@ class DrawTest : public DawnTest {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -65,7 +65,7 @@ class DynamicBufferOffsetTests : public DawnTest {
|
|||
|
||||
dawn::RenderPipeline CreateRenderPipeline() {
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](vec2(-1.0f, 0.0f), vec2(-1.0f, -1.0f), vec2(0.0f, -1.0f));
|
||||
|
@ -73,7 +73,7 @@ class DynamicBufferOffsetTests : public DawnTest {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(std140, set = 0, binding = 0) uniform uBuffer {
|
||||
uvec2 value;
|
||||
|
@ -100,7 +100,7 @@ class DynamicBufferOffsetTests : public DawnTest {
|
|||
|
||||
dawn::ComputePipeline CreateComputePipeline() {
|
||||
dawn::ShaderModule csModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
layout(std140, set = 0, binding = 0) uniform UniformBuffer {
|
||||
|
|
|
@ -268,7 +268,8 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
|
|||
// The simplest texture sampling pipeline.
|
||||
dawn::RenderPipeline pipeline;
|
||||
{
|
||||
dawn::ShaderModule vs = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vs =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (location = 0) out vec2 o_texCoord;
|
||||
void main() {
|
||||
|
@ -289,7 +290,7 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
|
|||
}
|
||||
)");
|
||||
dawn::ShaderModule fs =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler sampler0;
|
||||
layout(set = 0, binding = 1) uniform texture2D texture0;
|
||||
|
|
|
@ -31,22 +31,21 @@ class IndexFormatTest : public DawnTest {
|
|||
utils::BasicRenderPass renderPass;
|
||||
|
||||
dawn::RenderPipeline MakeTestPipeline(dawn::IndexFormat format) {
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
gl_Position = pos;
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
utils::ComboRenderPipelineDescriptor descriptor(device);
|
||||
descriptor.cVertexStage.module = vsModule;
|
||||
|
|
|
@ -198,11 +198,10 @@ class MultisampledRenderingTest : public DawnTest {
|
|||
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cVertexStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
|
||||
|
||||
pipelineDescriptor.cFragmentStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
|
||||
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fs);
|
||||
|
||||
mBindGroupLayout = utils::MakeBindGroupLayout(
|
||||
device, {
|
||||
|
|
|
@ -59,21 +59,21 @@ TEST_P(ObjectCachingTest, PipelineLayoutDeduplication) {
|
|||
|
||||
// Test that ShaderModules are correctly deduplicated.
|
||||
TEST_P(ObjectCachingTest, ShaderModuleDeduplication) {
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
})");
|
||||
dawn::ShaderModule sameModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
})");
|
||||
dawn::ShaderModule otherModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
@ -86,19 +86,19 @@ TEST_P(ObjectCachingTest, ShaderModuleDeduplication) {
|
|||
|
||||
// Test that ComputePipeline are correctly deduplicated wrt. their ShaderModule
|
||||
TEST_P(ObjectCachingTest, ComputePipelineDeduplicationOnShaderModule) {
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
int i = 0;
|
||||
})");
|
||||
dawn::ShaderModule sameModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
int i = 0;
|
||||
})");
|
||||
dawn::ShaderModule otherModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
})");
|
||||
|
@ -144,7 +144,7 @@ TEST_P(ObjectCachingTest, ComputePipelineDeduplicationOnLayout) {
|
|||
|
||||
dawn::PipelineStageDescriptor stageDesc;
|
||||
stageDesc.entryPoint = "main";
|
||||
stageDesc.module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
stageDesc.module = utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
int i = 0;
|
||||
|
@ -181,12 +181,12 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnLayout) {
|
|||
EXPECT_EQ(pl.Get() == samePl.Get(), !UsesWire());
|
||||
|
||||
utils::ComboRenderPipelineDescriptor desc(device);
|
||||
desc.cVertexStage.module = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
desc.cVertexStage.module = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.0);
|
||||
})");
|
||||
desc.cFragmentStage.module = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
desc.cFragmentStage.module = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
})");
|
||||
|
@ -206,18 +206,19 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnLayout) {
|
|||
|
||||
// Test that RenderPipelines are correctly deduplicated wrt. their vertex module
|
||||
TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnVertexModule) {
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.0);
|
||||
})");
|
||||
dawn::ShaderModule sameModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule sameModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.0);
|
||||
})");
|
||||
dawn::ShaderModule otherModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(1.0);
|
||||
|
@ -227,7 +228,7 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnVertexModule) {
|
|||
EXPECT_EQ(module.Get() == sameModule.Get(), !UsesWire());
|
||||
|
||||
utils::ComboRenderPipelineDescriptor desc(device);
|
||||
desc.cFragmentStage.module = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
desc.cFragmentStage.module = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
})");
|
||||
|
@ -247,17 +248,17 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnVertexModule) {
|
|||
|
||||
// Test that RenderPipelines are correctly deduplicated wrt. their fragment module
|
||||
TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnFragmentModule) {
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule module = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
})");
|
||||
dawn::ShaderModule sameModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
})");
|
||||
dawn::ShaderModule otherModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
int i = 0;
|
||||
|
@ -267,7 +268,7 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnFragmentModule) {
|
|||
EXPECT_EQ(module.Get() == sameModule.Get(), !UsesWire());
|
||||
|
||||
utils::ComboRenderPipelineDescriptor desc(device);
|
||||
desc.cVertexStage.module = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
desc.cVertexStage.module = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.0);
|
||||
|
|
|
@ -150,7 +150,7 @@ class PrimitiveTopologyTest : public DawnTest {
|
|||
|
||||
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -158,7 +158,7 @@ class PrimitiveTopologyTest : public DawnTest {
|
|||
gl_PointSize = 1.0;
|
||||
})");
|
||||
|
||||
fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -26,8 +26,8 @@ class DrawQuad {
|
|||
DrawQuad() {}
|
||||
DrawQuad(dawn::Device device, const char* vsSource, const char* fsSource)
|
||||
: device(device) {
|
||||
vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vsSource);
|
||||
fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fsSource);
|
||||
vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vsSource);
|
||||
fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fsSource);
|
||||
|
||||
pipelineLayout = utils::MakeBasicPipelineLayout(device, nullptr);
|
||||
}
|
||||
|
|
|
@ -27,7 +27,7 @@ protected:
|
|||
|
||||
// Shaders to draw a bottom-left triangle in blue.
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](
|
||||
|
@ -36,7 +36,7 @@ protected:
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -50,7 +50,7 @@ protected:
|
|||
|
||||
auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
|
||||
|
||||
auto vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
auto vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
|
||||
|
@ -62,7 +62,7 @@ protected:
|
|||
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
|
||||
}
|
||||
)");
|
||||
auto fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
auto fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler sampler0;
|
||||
layout(set = 0, binding = 1) uniform texture2D texture0;
|
||||
|
|
|
@ -20,7 +20,8 @@
|
|||
class ScissorTest: public DawnTest {
|
||||
protected:
|
||||
dawn::RenderPipeline CreateQuadPipeline(dawn::TextureFormat format) {
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
const vec2 pos[6] = vec2[6](
|
||||
vec2(-1.0f, -1.0f), vec2(-1.0f, 1.0f), vec2(1.0f, -1.0f),
|
||||
|
@ -30,7 +31,8 @@ class ScissorTest: public DawnTest {
|
|||
gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -185,7 +185,7 @@ class TextureFormatTest : public DawnTest {
|
|||
utils::ComboRenderPipelineDescriptor desc(device);
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
const vec2 pos[3] = vec2[3](
|
||||
|
@ -225,7 +225,7 @@ class TextureFormatTest : public DawnTest {
|
|||
fsSource << "}";
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fsSource.str().c_str());
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fsSource.str().c_str());
|
||||
|
||||
desc.cVertexStage.module = vsModule;
|
||||
desc.cFragmentStage.module = fsModule;
|
||||
|
|
|
@ -47,7 +47,7 @@ namespace {
|
|||
}
|
||||
|
||||
dawn::ShaderModule CreateDefaultVertexShaderModule(dawn::Device device) {
|
||||
return utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
return utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (location = 0) out vec2 o_texCoord;
|
||||
void main() {
|
||||
|
@ -165,7 +165,7 @@ protected:
|
|||
});
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fragmentShader);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fragmentShader);
|
||||
|
||||
utils::ComboRenderPipelineDescriptor textureDescriptor(device);
|
||||
textureDescriptor.cVertexStage.module = mVSModule;
|
||||
|
@ -503,7 +503,7 @@ class TextureViewRenderingTest : public DawnTest {
|
|||
}
|
||||
)";
|
||||
dawn::ShaderModule oneColorFsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, oneColorFragmentShader);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, oneColorFragmentShader);
|
||||
|
||||
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
|
||||
pipelineDescriptor.cVertexStage.module = vsModule;
|
||||
|
|
|
@ -65,7 +65,7 @@ class TextureZeroInitTest : public DawnTest {
|
|||
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cVertexStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs);
|
||||
|
||||
const char* fs =
|
||||
R"(#version 450
|
||||
|
@ -74,7 +74,7 @@ class TextureZeroInitTest : public DawnTest {
|
|||
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
})";
|
||||
pipelineDescriptor.cFragmentStage.module =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fs);
|
||||
|
||||
pipelineDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Equal;
|
||||
pipelineDescriptor.cDepthStencilState.stencilFront.compare = dawn::CompareFunction::Equal;
|
||||
|
|
|
@ -341,10 +341,10 @@ class VertexFormatTest : public DawnTest {
|
|||
vs << "}\n";
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str());
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs.str().c_str());
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 color;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
@ -117,9 +117,9 @@ class VertexInputTest : public DawnTest {
|
|||
vs << "}\n";
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str());
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs.str().c_str());
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 color;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
@ -23,14 +23,15 @@ class ViewportOrientationTests : public DawnTest {};
|
|||
TEST_P(ViewportOrientationTests, OriginAt0x0) {
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 2, 2);
|
||||
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(-0.5f, -0.5f, 0.0f, 1.0f);
|
||||
gl_PointSize = 1.0;
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -20,9 +20,9 @@ using namespace dawn_native;
|
|||
|
||||
// Tests for StageBit
|
||||
TEST(PerStage, StageBit) {
|
||||
ASSERT_EQ(StageBit(dawn::ShaderStage::Vertex), dawn::ShaderStageBit::Vertex);
|
||||
ASSERT_EQ(StageBit(dawn::ShaderStage::Fragment), dawn::ShaderStageBit::Fragment);
|
||||
ASSERT_EQ(StageBit(dawn::ShaderStage::Compute), dawn::ShaderStageBit::Compute);
|
||||
ASSERT_EQ(StageBit(ShaderStage::Vertex), dawn::ShaderStageBit::Vertex);
|
||||
ASSERT_EQ(StageBit(ShaderStage::Fragment), dawn::ShaderStageBit::Fragment);
|
||||
ASSERT_EQ(StageBit(ShaderStage::Compute), dawn::ShaderStageBit::Compute);
|
||||
}
|
||||
|
||||
// Basic test for the PerStage container
|
||||
|
@ -30,9 +30,9 @@ TEST(PerStage, PerStage) {
|
|||
PerStage<int> data;
|
||||
|
||||
// Store data using dawn::ShaderStage
|
||||
data[dawn::ShaderStage::Vertex] = 42;
|
||||
data[dawn::ShaderStage::Fragment] = 3;
|
||||
data[dawn::ShaderStage::Compute] = -1;
|
||||
data[ShaderStage::Vertex] = 42;
|
||||
data[ShaderStage::Fragment] = 3;
|
||||
data[ShaderStage::Compute] = -1;
|
||||
|
||||
// Load it using dawn::ShaderStageBit
|
||||
ASSERT_EQ(data[dawn::ShaderStageBit::Vertex], 42);
|
||||
|
@ -43,9 +43,9 @@ TEST(PerStage, PerStage) {
|
|||
// Test IterateStages with kAllStages
|
||||
TEST(PerStage, IterateAllStages) {
|
||||
PerStage<int> counts;
|
||||
counts[dawn::ShaderStage::Vertex] = 0;
|
||||
counts[dawn::ShaderStage::Fragment] = 0;
|
||||
counts[dawn::ShaderStage::Compute] = 0;
|
||||
counts[ShaderStage::Vertex] = 0;
|
||||
counts[ShaderStage::Fragment] = 0;
|
||||
counts[ShaderStage::Compute] = 0;
|
||||
|
||||
for (auto stage : IterateStages(kAllStages)) {
|
||||
counts[stage] ++;
|
||||
|
@ -59,9 +59,9 @@ TEST(PerStage, IterateAllStages) {
|
|||
// Test IterateStages with one stage
|
||||
TEST(PerStage, IterateOneStage) {
|
||||
PerStage<int> counts;
|
||||
counts[dawn::ShaderStage::Vertex] = 0;
|
||||
counts[dawn::ShaderStage::Fragment] = 0;
|
||||
counts[dawn::ShaderStage::Compute] = 0;
|
||||
counts[ShaderStage::Vertex] = 0;
|
||||
counts[ShaderStage::Fragment] = 0;
|
||||
counts[ShaderStage::Compute] = 0;
|
||||
|
||||
for (auto stage : IterateStages(dawn::ShaderStageBit::Fragment)) {
|
||||
counts[stage] ++;
|
||||
|
@ -75,9 +75,9 @@ TEST(PerStage, IterateOneStage) {
|
|||
// Test IterateStages with no stage
|
||||
TEST(PerStage, IterateNoStages) {
|
||||
PerStage<int> counts;
|
||||
counts[dawn::ShaderStage::Vertex] = 0;
|
||||
counts[dawn::ShaderStage::Fragment] = 0;
|
||||
counts[dawn::ShaderStage::Compute] = 0;
|
||||
counts[ShaderStage::Vertex] = 0;
|
||||
counts[ShaderStage::Fragment] = 0;
|
||||
counts[ShaderStage::Compute] = 0;
|
||||
|
||||
for (auto stage : IterateStages(dawn::ShaderStageBit::Fragment & dawn::ShaderStageBit::Vertex)) {
|
||||
counts[stage] ++;
|
||||
|
|
|
@ -475,13 +475,13 @@ class SetBindGroupValidationTest : public ValidationTest {
|
|||
|
||||
dawn::RenderPipeline CreateRenderPipeline() {
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(std140, set = 0, binding = 0) uniform uBuffer {
|
||||
vec2 value1;
|
||||
|
@ -504,7 +504,7 @@ class SetBindGroupValidationTest : public ValidationTest {
|
|||
|
||||
dawn::ComputePipeline CreateComputePipeline() {
|
||||
dawn::ShaderModule csModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
const uint kTileSize = 4;
|
||||
const uint kInstances = 11;
|
||||
|
|
|
@ -23,7 +23,7 @@ class ComputeIndirectValidationTest : public ValidationTest {
|
|||
ValidationTest::SetUp();
|
||||
|
||||
dawn::ShaderModule computeModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Compute, R"(
|
||||
#version 450
|
||||
layout(local_size_x = 1) in;
|
||||
void main() {
|
||||
|
|
|
@ -24,14 +24,14 @@ class DrawIndirectValidationTest : public ValidationTest {
|
|||
ValidationTest::SetUp();
|
||||
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.0);
|
||||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -25,8 +25,7 @@ class RenderPassValidationTest : public ValidationTest {};
|
|||
|
||||
// Test that it is invalid to draw in a render pass with missing bind groups
|
||||
TEST_F(RenderPassValidationTest, MissingBindGroup) {
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout (set = 0, binding = 0) uniform vertexUniformBuffer {
|
||||
mat2 transform;
|
||||
|
@ -37,7 +36,7 @@ void main() {
|
|||
})");
|
||||
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout (set = 1, binding = 0) uniform fragmentUniformBuffer {
|
||||
vec4 color;
|
||||
|
|
|
@ -23,14 +23,13 @@ class RenderPipelineValidationTest : public ValidationTest {
|
|||
void SetUp() override {
|
||||
ValidationTest::SetUp();
|
||||
|
||||
vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
|
||||
vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
void main() {
|
||||
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
})"
|
||||
);
|
||||
})");
|
||||
|
||||
fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -24,7 +24,7 @@ class VertexBufferValidationTest : public ValidationTest {
|
|||
void SetUp() override {
|
||||
ValidationTest::SetUp();
|
||||
|
||||
fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
fsModule = utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
@ -64,7 +64,7 @@ class VertexBufferValidationTest : public ValidationTest {
|
|||
|
||||
vs << "}\n";
|
||||
|
||||
return utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs.str().c_str());
|
||||
return utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vs.str().c_str());
|
||||
}
|
||||
|
||||
dawn::RenderPipeline MakeRenderPipeline(const dawn::ShaderModule& vsModule,
|
||||
|
|
|
@ -23,9 +23,9 @@ class VertexInputTest : public ValidationTest {
|
|||
const utils::ComboVertexInputDescriptor& state,
|
||||
std::string vertexSource) {
|
||||
dawn::ShaderModule vsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Vertex, vertexSource.c_str());
|
||||
dawn::ShaderModule fsModule =
|
||||
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
||||
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
|
|
@ -28,13 +28,13 @@ namespace utils {
|
|||
|
||||
namespace {
|
||||
|
||||
shaderc_shader_kind ShadercShaderKind(dawn::ShaderStage stage) {
|
||||
shaderc_shader_kind ShadercShaderKind(ShaderStage stage) {
|
||||
switch (stage) {
|
||||
case dawn::ShaderStage::Vertex:
|
||||
case ShaderStage::Vertex:
|
||||
return shaderc_glsl_vertex_shader;
|
||||
case dawn::ShaderStage::Fragment:
|
||||
case ShaderStage::Fragment:
|
||||
return shaderc_glsl_fragment_shader;
|
||||
case dawn::ShaderStage::Compute:
|
||||
case ShaderStage::Compute:
|
||||
return shaderc_glsl_compute_shader;
|
||||
default:
|
||||
UNREACHABLE();
|
||||
|
@ -60,7 +60,7 @@ namespace utils {
|
|||
} // anonymous namespace
|
||||
|
||||
dawn::ShaderModule CreateShaderModule(const dawn::Device& device,
|
||||
dawn::ShaderStage stage,
|
||||
ShaderStage stage,
|
||||
const char* source) {
|
||||
shaderc_shader_kind kind = ShadercShaderKind(stage);
|
||||
|
||||
|
|
|
@ -26,8 +26,10 @@ namespace utils {
|
|||
|
||||
enum Expectation { Success, Failure };
|
||||
|
||||
enum class ShaderStage { Vertex, Fragment, Compute };
|
||||
|
||||
dawn::ShaderModule CreateShaderModule(const dawn::Device& device,
|
||||
dawn::ShaderStage stage,
|
||||
ShaderStage stage,
|
||||
const char* source);
|
||||
dawn::ShaderModule CreateShaderModuleFromASM(const dawn::Device& device, const char* source);
|
||||
|
||||
|
|
Loading…
Reference in New Issue