Update CreateReadyPipelineTests to use WGSL

Bug: dawn:572
Change-Id: If9c35023a62a1506fe968b30d822ced86c8a1465
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32507
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Austin Eng 2020-12-22 19:49:48 +00:00 committed by Commit Bot service account
parent 241cd0cd8e
commit 6442400bdd
1 changed files with 51 additions and 79 deletions

View File

@ -33,16 +33,16 @@ class CreateReadyPipelineTest : public DawnTest {
// Verify the basic use of CreateReadyComputePipeline works on all backends. // Verify the basic use of CreateReadyComputePipeline works on all backends.
TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyComputePipeline) { TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyComputePipeline) {
const char* computeShader = R"(
#version 450
layout(std140, set = 0, binding = 0) buffer SSBO { uint value; } ssbo;
void main() {
ssbo.value = 1u;
})";
wgpu::ComputePipelineDescriptor csDesc; wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = csDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader); [[block]] struct SSBO {
[[offset(0)]] value : u32;
};
[[set(0), binding(0)]] var<storage_buffer> ssbo : SSBO;
[[stage(compute)]] fn main() -> void {
ssbo.value = 1u;
})");
csDesc.computeStage.entryPoint = "main"; csDesc.computeStage.entryPoint = "main";
device.CreateReadyComputePipeline( device.CreateReadyComputePipeline(
@ -100,16 +100,16 @@ TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyComputePipeline) {
TEST_P(CreateReadyPipelineTest, CreateComputePipelineFailed) { TEST_P(CreateReadyPipelineTest, CreateComputePipelineFailed) {
DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation")); DAWN_SKIP_TEST_IF(HasToggleEnabled("skip_validation"));
const char* computeShader = R"(
#version 450
layout(std140, set = 0, binding = 0) buffer SSBO { uint value; } ssbo;
void main() {
ssbo.value = 1u;
})";
wgpu::ComputePipelineDescriptor csDesc; wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = csDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader); [[block]] struct SSBO {
[[offset(0)]] value : u32;
};
[[set(0), binding(0)]] var<storage_buffer> ssbo : SSBO;
[[stage(compute)]] fn main() -> void {
ssbo.value = 1u;
})");
csDesc.computeStage.entryPoint = "main0"; csDesc.computeStage.entryPoint = "main0";
device.CreateReadyComputePipeline( device.CreateReadyComputePipeline(
@ -140,24 +140,17 @@ TEST_P(CreateReadyPipelineTest, BasicUseOfCreateReadyRenderPipeline) {
constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm; constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
const char* vertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0f;
})";
const char* fragmentShader = R"(
#version 450
layout(location = 0) out vec4 o_color;
void main() {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
})";
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device); utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule = wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader); [[builtin(position)]] var<out> Position : vec4<f32>;
wgpu::ShaderModule fsModule = [[stage(vertex)]] fn main() -> void {
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader); Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertexStage.module = vsModule; renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule; renderPipelineDescriptor.cFragmentStage.module = fsModule;
renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat; renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat;
@ -220,24 +213,17 @@ TEST_P(CreateReadyPipelineTest, CreateRenderPipelineFailed) {
constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::Depth32Float; constexpr wgpu::TextureFormat kRenderAttachmentFormat = wgpu::TextureFormat::Depth32Float;
const char* vertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0f;
})";
const char* fragmentShader = R"(
#version 450
layout(location = 0) out vec4 o_color;
void main() {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
})";
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device); utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule = wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader); [[builtin(position)]] var<out> Position : vec4<f32>;
wgpu::ShaderModule fsModule = [[stage(vertex)]] fn main() -> void {
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader); Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertexStage.module = vsModule; renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule; renderPipelineDescriptor.cFragmentStage.module = fsModule;
renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat; renderPipelineDescriptor.cColorStates[0].format = kRenderAttachmentFormat;
@ -267,14 +253,10 @@ TEST_P(CreateReadyPipelineTest, CreateRenderPipelineFailed) {
// Verify there is no error when the device is released before the callback of // Verify there is no error when the device is released before the callback of
// CreateReadyComputePipeline() is called. // CreateReadyComputePipeline() is called.
TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyComputePipeline) { TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyComputePipeline) {
const char* computeShader = R"(
#version 450
void main() {
})";
wgpu::ComputePipelineDescriptor csDesc; wgpu::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = csDesc.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, computeShader); [[stage(compute)]] fn main() -> void {
})");
csDesc.computeStage.entryPoint = "main"; csDesc.computeStage.entryPoint = "main";
device.CreateReadyComputePipeline( device.CreateReadyComputePipeline(
@ -295,27 +277,17 @@ TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyComputeP
// Verify there is no error when the device is released before the callback of // Verify there is no error when the device is released before the callback of
// CreateReadyRenderPipeline() is called. // CreateReadyRenderPipeline() is called.
TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyRenderPipeline) { TEST_P(CreateReadyPipelineTest, ReleaseDeviceBeforeCallbackOfCreateReadyRenderPipeline) {
// TODO(crbug.com/tint/398): GLSL builtins don't work with SPIR-V reader.
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
const char* vertexShader = R"(
#version 450
void main() {
gl_Position = vec4(0.f, 0.f, 0.f, 1.f);
gl_PointSize = 1.0f;
})";
const char* fragmentShader = R"(
#version 450
layout(location = 0) out vec4 o_color;
void main() {
o_color = vec4(0.f, 1.f, 0.f, 1.f);
})";
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device); utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule = wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexShader); [[builtin(position)]] var<out> Position : vec4<f32>;
wgpu::ShaderModule fsModule = [[stage(vertex)]] fn main() -> void {
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fragmentShader); Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
o_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertexStage.module = vsModule; renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule; renderPipelineDescriptor.cFragmentStage.module = fsModule;
renderPipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm; renderPipelineDescriptor.cColorStates[0].format = wgpu::TextureFormat::RGBA8Unorm;