Update IOSurfaceWrappingTests to use WGSL

Bug: dawn:572
Change-Id: I806873e1b2af2c5582e49c47592f891ec69146e6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33772
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
Austin Eng 2020-11-26 13:10:16 +00:00 committed by Commit Bot service account
parent 1dc64736c4
commit 4f5cfd2319
1 changed files with 32 additions and 28 deletions

View File

@ -247,37 +247,41 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
// The simplest texture sampling pipeline.
wgpu::RenderPipeline pipeline;
{
wgpu::ShaderModule vs =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout (location = 0) out vec2 o_texCoord;
void main() {
const vec2 pos[6] = vec2[6](vec2(-2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2(-2.f, 2.f),
vec2( 2.f, -2.f),
vec2( 2.f, 2.f));
const vec2 texCoord[6] = vec2[6](vec2(0.f, 0.f),
vec2(0.f, 1.f),
vec2(1.f, 0.f),
vec2(0.f, 1.f),
vec2(1.f, 0.f),
vec2(1.f, 1.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
o_texCoord = texCoord[gl_VertexIndex];
wgpu::ShaderModule vs = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[location(0)]] var<out> o_texCoord : vec2<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-2.0, -2.0),
vec2<f32>(-2.0, 2.0),
vec2<f32>( 2.0, -2.0),
vec2<f32>(-2.0, 2.0),
vec2<f32>( 2.0, -2.0),
vec2<f32>( 2.0, 2.0));
const texCoord : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0));
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
o_texCoord = texCoord[VertexIndex];
}
)");
wgpu::ShaderModule fs =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
wgpu::ShaderModule fs = utils::CreateShaderModuleFromWGSL(device, R"(
[[set(0), binding(0)]] var<uniform_constant> sampler0 : sampler;
[[set(0), binding(1)]] var<uniform_constant> texture0 : texture_2d<f32>;
void main() {
fragColor = texture(sampler2D(texture0, sampler0), texCoord);
[[location(0)]] var<in> texCoord : vec2<f32>;
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = textureSample(texture0, sampler0, texCoord);
}
)");