Update DepthStencilStateTests to use WGSL

Bug: dawn:572
Change-Id: Ia0bc64304cfa91e3c5f0179781eeef0eab21323a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33761
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
Austin Eng 2021-01-13 03:10:54 +00:00 committed by Commit Bot service account
parent 7faa362ea9
commit 424fd82889
1 changed files with 31 additions and 25 deletions

View File

@ -52,32 +52,38 @@ class DepthStencilStateTest : public DawnTest {
depthTextureView = depthTexture.CreateView(); depthTextureView = depthTexture.CreateView();
vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
#version 450 [[block]] struct UBO {
layout(set = 0, binding = 0) uniform myBlock { [[offset(0)]] color : vec3<f32>;
vec3 color; [[offset(12)]] depth : f32;
float depth; };
} myUbo; [[set(0), binding(0)]] var<uniform> ubo : UBO;
void main() { [[builtin(vertex_idx)]] var<in> VertexIndex : u32;
const vec2 pos[6] = vec2[6]( [[builtin(position)]] var<out> Position : vec4<f32>;
vec2(-1.f, 1.f), vec2(-1.f, -1.f), vec2(1.f, -1.f), // front-facing
vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(1.f, -1.f) // back-facing
);
gl_Position = vec4(pos[gl_VertexIndex], myUbo.depth, 1.f);
}
)");
fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( [[stage(vertex)]] fn main() -> void {
#version 450 const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
layout(set = 0, binding = 0) uniform myBlock { vec2<f32>(-1.0, 1.0),
vec3 color; vec2<f32>(-1.0, -1.0),
float depth; vec2<f32>( 1.0, -1.0), # front-facing
} myUbo; 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)); # back-facing
fragColor = vec4(myUbo.color, 1.f); Position = vec4<f32>(pos[VertexIndex], ubo.depth, 1.0);
} })");
)");
fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct UBO {
[[offset(0)]] color : vec3<f32>;
[[offset(12)]] depth : f32;
};
[[set(0), binding(0)]] var<uniform> ubo : UBO;
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = vec4<f32>(ubo.color, 1.0);
})");
} }
struct TestSpec { struct TestSpec {