Fix MinBufferSizeDefaultLayoutTests.RenderPassConsidersBothStages
This test was passing on SPIRV-Cross due to SPRIV-Cross's overreporting of binding information per entry point. On Tint it was failing, because the resources in the vertex shader were not being referenced, so not being reported. I have corrected the values passed to the utility code that generates the shaders, so that it generates the needed references. I have also slightly tweaked the test, so it will distinguish between failure states better. BUG=tint:716 Change-Id: If88f600a36cba8b580d888e902b8d8102e05bd10 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/48520 Auto-Submit: Ryan Harrison <rharrison@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -573,15 +573,16 @@ TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) {
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// Minimum size should be the max requirement of both vertex and fragment stages.
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TEST_F(MinBufferSizeDefaultLayoutTests, RenderPassConsidersBothStages) {
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// TODO(https://crbug.com/tint/716): Remove skip once this is resolved.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
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std::string vertexShader = CreateVertexShaderWithBindings(
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{{0, 0, "a : f32;", "f32", "a", 4, wgpu::BufferBindingType::Uniform},
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{0, 1, "b : vec4<f32>;", "vec4<f32>", "b", 16, wgpu::BufferBindingType::Uniform}});
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{{0, 0, "a : f32; b : f32;", "f32", "a", 8, wgpu::BufferBindingType::Uniform,
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wgpu::ShaderStage::Vertex},
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{0, 1, "c : vec4<f32>;", "vec4<f32>", "c", 16, wgpu::BufferBindingType::Uniform,
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wgpu::ShaderStage::Vertex}});
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std::string fragShader = CreateFragmentShaderWithBindings(
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{{0, 0, "a : f32; b : f32;", "f32", "a", 8, wgpu::BufferBindingType::Uniform},
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{0, 1, "c : f32; d : f32;", "f32", "c", 8, wgpu::BufferBindingType::Uniform}});
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{{0, 0, "a : f32;", "f32", "a", 4, wgpu::BufferBindingType::Uniform,
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wgpu::ShaderStage::Fragment},
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{0, 1, "b : f32; c : f32;", "f32", "b", 8, wgpu::BufferBindingType::Uniform,
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wgpu::ShaderStage::Fragment}});
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wgpu::BindGroupLayout renderLayout = GetBGLFromRenderShaders(vertexShader, fragShader, 0);
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