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>
This commit is contained in:
Austin Eng 2020-12-22 19:50:18 +00:00 committed by Commit Bot service account
parent 6442400bdd
commit 65ae78ef52
1 changed files with 29 additions and 26 deletions

View File

@ -22,26 +22,26 @@ class ViewportTest : public DawnTest {
void SetUp() override { void SetUp() override {
DawnTest::SetUp(); DawnTest::SetUp();
// TODO(crbug.com/tint/398): GLSL builtins don't work with SPIR-V reader. mQuadVS = utils::CreateShaderModuleFromWGSL(device, R"(
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator")); [[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
mQuadVS = const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450 vec2<f32>(-1.0, 1.0),
const vec2 pos[6] = vec2[6](vec2(-1.0f, 1.0f), vec2<f32>(-1.0, -1.0),
vec2(-1.0f, -1.0f), vec2<f32>( 1.0, 1.0),
vec2( 1.0f, 1.0f), vec2<f32>( 1.0, 1.0),
vec2( 1.0f, 1.0f), vec2<f32>(-1.0, -1.0),
vec2(-1.0f, -1.0f), vec2<f32>( 1.0, -1.0));
vec2( 1.0f, -1.0f));
void main() { [[stage(vertex)]] fn main() -> void {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0); Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})"); })");
mQuadFS = mQuadFS = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(#version 450 [[location(0)]] var<out> fragColor : vec4<f32>;
layout(location = 0) out vec4 fragColor; [[stage(fragment)]] fn main() -> void {
void main() { fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
fragColor = vec4(1.0);
})"); })");
} }
@ -95,15 +95,18 @@ class ViewportTest : public DawnTest {
void TestViewportDepth(float minDepth, float maxDepth, bool doViewportCall = true) { void TestViewportDepth(float minDepth, float maxDepth, bool doViewportCall = true) {
// Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0. // Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0.
utils::ComboRenderPipelineDescriptor pipelineDesc(device); utils::ComboRenderPipelineDescriptor pipelineDesc(device);
pipelineDesc.vertexStage.module = pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(#version 450 [[builtin(vertex_idx)]] var<in> VertexIndex : u32;
const vec3 points[3] = vec3[3](vec3(-0.9f, 0.0f, 1.0f), [[builtin(position)]] var<out> Position : vec4<f32>;
vec3( 0.0f, 0.0f, 0.5f),
vec3( 0.9f, 0.0f, 0.0f)); const points : array<vec3<f32>, 3> = array<vec3<f32>, 3>(
void main() { vec3<f32>(-0.9, 0.0, 1.0),
gl_Position = vec4(points[gl_VertexIndex], 1.0); vec3<f32>( 0.0, 0.0, 0.5),
gl_PointSize = 1.0; vec3<f32>( 0.9, 0.0, 0.0));
})");
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>(points[VertexIndex], 1.0);
})");
pipelineDesc.cFragmentStage.module = mQuadFS; pipelineDesc.cFragmentStage.module = mQuadFS;
pipelineDesc.colorStateCount = 0; pipelineDesc.colorStateCount = 0;
pipelineDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList; pipelineDesc.primitiveTopology = wgpu::PrimitiveTopology::PointList;