Update BufferZeroInitTests to use WGSL
Bug: dawn:572 Change-Id: Id194127831e54623df135b415ec2619016c6c6cb Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32512 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -205,15 +205,13 @@ class BufferZeroInitTest : public DawnTest {
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uint32_t vertexBufferCount = 1u) {
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constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, vertexShader);
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) in vec4 i_color;
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layout(location = 0) out vec4 fragColor;
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void main() {
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<in> i_color : vec4<f32>;
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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 = i_color;
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})");
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@ -250,20 +248,20 @@ class BufferZeroInitTest : public DawnTest {
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void TestBufferZeroInitAsVertexBuffer(uint64_t vertexBufferOffset) {
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constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
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const char* vertexShader = R"(
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#version 450
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layout(location = 0) in vec4 pos;
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layout(location = 0) out vec4 o_color;
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void main() {
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if (pos == vec4(0.f, 0.f, 0.f, 0.f)) {
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o_color = vec4(0.f, 1.f, 0.f, 1.f);
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wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(R"(
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[[location(0)]] var<in> pos : vec4<f32>;
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[[location(0)]] var<out> o_color : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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if (all(pos == vec4<f32>(0.0, 0.0, 0.0, 0.0))) {
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o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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} else {
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o_color = vec4(1.f, 0.f, 0.f, 1.f);
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o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0f;
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})";
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wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})");
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constexpr uint64_t kVertexAttributeSize = sizeof(float) * 4;
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const uint64_t vertexBufferSize = kVertexAttributeSize + vertexBufferOffset;
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@ -291,19 +289,22 @@ class BufferZeroInitTest : public DawnTest {
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void TestBufferZeroInitAsIndexBuffer(uint64_t indexBufferOffset) {
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constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
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const char* vertexShader = R"(
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#version 450
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layout(location = 0) out vec4 o_color;
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void main() {
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if (gl_VertexIndex == 0u) {
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o_color = vec4(0.f, 1.f, 0.f, 1.f);
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wgpu::RenderPipeline renderPipeline =
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CreateRenderPipelineForTest(R"(
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[[location(0)]] var<out> o_color : vec4<f32>;
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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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[[stage(vertex)]] fn main() -> void {
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if (VertexIndex == 0u) {
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o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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} else {
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o_color = vec4(1.f, 0.f, 0.f, 1.f);
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o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.0f;
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})";
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wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader, 0u);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})",
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0 /* vertexBufferCount */);
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// The buffer size cannot be less than 4
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const uint64_t indexBufferSize = sizeof(uint32_t) + indexBufferOffset;
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@ -335,16 +336,17 @@ class BufferZeroInitTest : public DawnTest {
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constexpr wgpu::Color kClearColorGreen = {0.f, 1.f, 0.f, 1.f};
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// As long as the vertex shader is executed once, the output color will be red.
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const char* vertexShader = R"(
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#version 450
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layout(location = 0) out vec4 o_color;
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void main() {
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o_color = vec4(1.f, 0.f, 0.f, 1.f);
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.f;
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}
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)";
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wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader, 0);
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wgpu::RenderPipeline renderPipeline =
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CreateRenderPipelineForTest(R"(
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[[location(0)]] var<out> o_color : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})",
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0 /* vertexBufferCount */);
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// Clear the color attachment to green.
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wgpu::Texture colorAttachment =
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@ -372,17 +374,17 @@ class BufferZeroInitTest : public DawnTest {
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constexpr wgpu::Color kClearColorGreen = {0.f, 1.f, 0.f, 1.f};
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// As long as the vertex shader is executed once, the output color will be red.
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const char* vertexShader = R"(
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#version 450
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layout(location = 0) out vec4 o_color;
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void main() {
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o_color = vec4(1.f, 0.f, 0.f, 1.f);
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gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
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gl_PointSize = 1.f;
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}
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)";
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wgpu::RenderPipeline renderPipeline =
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CreateRenderPipelineForTest(R"(
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[[location(0)]] var<out> o_color : vec4<f32>;
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wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(vertexShader, 0u);
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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o_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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})",
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0 /* vertexBufferCount */);
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wgpu::Buffer indexBuffer =
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utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0});
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