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