Update ViewportTests to use WGSL
Bug: dawn:572 Change-Id: I08672a402205d4bcac278a1bdcf5d1befa46015c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33771 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -22,26 +22,26 @@ class ViewportTest : public DawnTest {
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void SetUp() override {
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DawnTest::SetUp();
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// TODO(crbug.com/tint/398): GLSL builtins don't work with SPIR-V reader.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator"));
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mQuadVS = utils::CreateShaderModuleFromWGSL(device, R"(
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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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mQuadVS =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
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const vec2 pos[6] = vec2[6](vec2(-1.0f, 1.0f),
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vec2(-1.0f, -1.0f),
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vec2( 1.0f, 1.0f),
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vec2( 1.0f, 1.0f),
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vec2(-1.0f, -1.0f),
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vec2( 1.0f, -1.0f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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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),
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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));
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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mQuadFS =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0);
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mQuadFS = utils::CreateShaderModuleFromWGSL(device, R"(
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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>(1.0, 1.0, 1.0, 1.0);
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})");
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}
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@ -95,15 +95,18 @@ class ViewportTest : public DawnTest {
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void TestViewportDepth(float minDepth, float maxDepth, bool doViewportCall = true) {
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// Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0.
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utils::ComboRenderPipelineDescriptor pipelineDesc(device);
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pipelineDesc.vertexStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450
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const vec3 points[3] = vec3[3](vec3(-0.9f, 0.0f, 1.0f),
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vec3( 0.0f, 0.0f, 0.5f),
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vec3( 0.9f, 0.0f, 0.0f));
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void main() {
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gl_Position = vec4(points[gl_VertexIndex], 1.0);
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gl_PointSize = 1.0;
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})");
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pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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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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const points : array<vec3<f32>, 3> = array<vec3<f32>, 3>(
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vec3<f32>(-0.9, 0.0, 1.0),
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vec3<f32>( 0.0, 0.0, 0.5),
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vec3<f32>( 0.9, 0.0, 0.0));
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(points[VertexIndex], 1.0);
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})");
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pipelineDesc.cFragmentStage.module = mQuadFS;
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pipelineDesc.colorStateCount = 0;
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pipelineDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;
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