Remove usage of deprecated WGSL IO in perf/unit/whitebox tests

Also drive-by fixes some other deprecated constructs (const -> let, and
a disabled test having ancient WGSL).

Bug: dawn:755

Change-Id: I924dfbcbd0a7d0478f3e9b3766585751a0392499
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47620
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
Corentin Wallez 2021-04-13 10:42:44 +00:00 committed by Commit Bot service account
parent 21bd02becf
commit 78d27e88de
13 changed files with 130 additions and 175 deletions

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@ -33,10 +33,10 @@ namespace {
}; };
constexpr char kVertexShader[] = R"( constexpr char kVertexShader[] = R"(
[[location(0)]] var<in> pos : vec4<f32>; [[stage(vertex)]] fn main(
[[builtin(position)]] var<out> Position : vec4<f32>; [[location(0)]] pos : vec4<f32>
[[stage(vertex)]] fn main() { ) -> [[builtin(position)]] vec4<f32> {
Position = pos; return pos;
})"; })";
constexpr char kFragmentShaderA[] = R"( constexpr char kFragmentShaderA[] = R"(
@ -44,9 +44,8 @@ namespace {
color : vec3<f32>; color : vec3<f32>;
}; };
[[group(0), binding(0)]] var<uniform> uniforms : Uniforms; [[group(0), binding(0)]] var<uniform> uniforms : Uniforms;
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(uniforms.color * (1.0 / 5000.0), 1.0);
fragColor = vec4<f32>(uniforms.color * (1.0 / 5000.0), 1.0);
})"; })";
constexpr char kFragmentShaderB[] = R"( constexpr char kFragmentShaderB[] = R"(
@ -59,10 +58,8 @@ namespace {
[[group(0), binding(0)]] var<uniform> constants : Constants; [[group(0), binding(0)]] var<uniform> constants : Constants;
[[group(1), binding(0)]] var<uniform> uniforms : Uniforms; [[group(1), binding(0)]] var<uniform> uniforms : Uniforms;
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>((constants.color + uniforms.color) * (1.0 / 5000.0), 1.0);
[[stage(fragment)]] fn main() {
fragColor = vec4<f32>((constants.color + uniforms.color) * (1.0 / 5000.0), 1.0);
})"; })";
enum class Pipeline { enum class Pipeline {

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@ -71,17 +71,15 @@ class SubresourceTrackingPerf : public DawnPerfTestWithParams<SubresourceTrackin
utils::ComboRenderPipelineDescriptor2 pipelineDesc; utils::ComboRenderPipelineDescriptor2 pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"( pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(1.0, 0.0, 0.0, 1.0);
Position = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} }
)"); )");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"( pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[group(0), binding(0)]] var materials : texture_2d<f32>; [[group(0), binding(0)]] var materials : texture_2d<f32>;
[[stage(fragment)]] fn main() { [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
const foo : vec2<i32> = textureDimensions(materials); let foo : vec2<i32> = textureDimensions(materials);
FragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0); return vec4<f32>(1.0, 0.0, 0.0, 1.0);
} }
)"); )");
mPipeline = device.CreateRenderPipeline2(&pipelineDesc); mPipeline = device.CreateRenderPipeline2(&pipelineDesc);

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@ -24,15 +24,13 @@ class DrawIndirectValidationTest : public ValidationTest {
ValidationTest::SetUp(); ValidationTest::SetUp();
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 0.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
})"); })");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32>{
[[stage(fragment)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 0.0);
fragColor = vec4<f32>(0.0, 0.0, 0.0, 0.0);
})"); })");
// Set up render pipeline // Set up render pipeline

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@ -23,15 +23,13 @@ class IndexBufferValidationTest : public ValidationTest {
wgpu::RenderPipeline MakeTestPipeline(wgpu::IndexFormat format, wgpu::RenderPipeline MakeTestPipeline(wgpu::IndexFormat format,
wgpu::PrimitiveTopology primitiveTopology) { wgpu::PrimitiveTopology primitiveTopology) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 1.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})"); })");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(0.0, 1.0, 0.0, 1.0);
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})"); })");
utils::ComboRenderPipelineDescriptor2 descriptor; utils::ComboRenderPipelineDescriptor2 descriptor;

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@ -175,15 +175,13 @@ namespace {
}; };
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 1.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})"); })");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(0.0, 1.0, 0.0, 1.0);
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})"); })");
utils::ComboRenderPipelineDescriptor2 descriptor; utils::ComboRenderPipelineDescriptor2 descriptor;

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@ -28,14 +28,12 @@ namespace {
ValidationTest::SetUp(); ValidationTest::SetUp();
vsModule = utils::CreateShaderModule(device, R"( vsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<in> pos : vec2<f32>;
[[block]] struct S { [[block]] struct S {
transform : mat2x2<f32>; transform : mat2x2<f32>;
}; };
[[group(0), binding(0)]] var<uniform> uniforms : S; [[group(0), binding(0)]] var<uniform> uniforms : S;
[[stage(vertex)]] fn main() { [[stage(vertex)]] fn main([[location(0)]] pos : vec2<f32>) {
})"); })");
fsModule = utils::CreateShaderModule(device, R"( fsModule = utils::CreateShaderModule(device, R"(

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@ -27,15 +27,13 @@ class RenderPipelineValidationTest : public ValidationTest {
ValidationTest::SetUp(); ValidationTest::SetUp();
vsModule = utils::CreateShaderModule(device, R"( vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 1.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})"); })");
fsModule = utils::CreateShaderModule(device, R"( fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(0.0, 1.0, 0.0, 1.0);
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})"); })");
} }
@ -191,9 +189,11 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputFormatCompatibility) {
std::ostringstream stream; std::ostringstream stream;
stream << R"( stream << R"(
[[location(0)]] var<out> fragColor : vec4<)" [[stage(fragment)]] fn main() -> [[location(0)]] vec4<)"
<< kScalarTypes[i] << R"(> {
var result : vec4<)"
<< kScalarTypes[i] << R"(>; << kScalarTypes[i] << R"(>;
[[stage(fragment)]] fn main() { return result;
})"; })";
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str()); descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
@ -484,8 +484,7 @@ TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
data : array<u32, 100>; data : array<u32, 100>;
}; };
[[group(0), binding(0)]] var<storage> dst : [[access(read_write)]] Dst; [[group(0), binding(0)]] var<storage> dst : [[access(read_write)]] Dst;
[[builtin(vertex_index)]] var<in> VertexIndex : u32; [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) {
[[stage(vertex)]] fn main() {
dst.data[VertexIndex] = 0x1234u; dst.data[VertexIndex] = 0x1234u;
})"); })");
@ -591,16 +590,12 @@ TEST_F(RenderPipelineValidationTest, DepthCompareUndefinedIsError) {
// Test that the entryPoint names must be present for the correct stage in the shader module. // Test that the entryPoint names must be present for the correct stage in the shader module.
TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) { TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> position : vec4<f32>; [[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn vertex_main() { return vec4<f32>(0.0, 0.0, 0.0, 1.0);
position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return;
} }
[[location(0)]] var<out> color : vec4<f32>; [[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn fragment_main() { return vec4<f32>(1.0, 0.0, 0.0, 1.0);
color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
return;
} }
)"); )");
@ -641,17 +636,13 @@ TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
// Test that vertex attrib validation is for the correct entryPoint // Test that vertex attrib validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) { TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> position : vec4<f32>; [[stage(vertex)]] fn vertex0([[location(0)]] attrib0 : vec4<f32>)
[[location(0)]] var<in> attrib0 : vec4<f32>; -> [[builtin(position)]] vec4<f32> {
[[location(1)]] var<in> attrib1 : vec4<f32>; return attrib0;
[[stage(vertex)]] fn vertex0() {
position = attrib0;
return;
} }
[[stage(vertex)]] fn vertex1() { [[stage(vertex)]] fn vertex1([[location(1)]] attrib1 : vec4<f32>)
position = attrib1; -> [[builtin(position)]] vec4<f32> {
return; return attrib1;
} }
)"); )");
@ -687,16 +678,11 @@ TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
// Test that fragment output validation is for the correct entryPoint // Test that fragment output validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) { TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"( wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> colorFloat : vec4<f32>; [[stage(fragment)]] fn fragmentFloat() -> [[location(0)]] vec4<f32> {
[[location(0)]] var<out> colorUint : vec4<u32>; return vec4<f32>(0.0, 0.0, 0.0, 0.0);
[[stage(fragment)]] fn fragmentFloat() {
colorFloat = vec4<f32>(0.0, 0.0, 0.0, 0.0);
return;
} }
[[stage(fragment)]] fn fragmentUint() { [[stage(fragment)]] fn fragmentUint() -> [[location(0)]] vec4<u32> {
colorUint = vec4<u32>(0u, 0u, 0u, 0u); return vec4<u32>(0u, 0u, 0u, 0u);
return;
} }
)"); )");
@ -730,21 +716,15 @@ TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {
[[block]] struct Uniforms { [[block]] struct Uniforms {
data : vec4<f32>; data : vec4<f32>;
}; };
[[binding 0, set 0]] var<uniform> var0 : Uniforms; [[group(0), binding(0)]] var<uniform> var0 : Uniforms;
[[binding 1, set 0]] var<uniform> var1 : Uniforms; [[group(0), binding(1)]] var<uniform> var1 : Uniforms;
[[builtin(position)]] var<out> position : vec4<f32>;
fn vertex0() { [[stage(vertex)]] fn vertex0() -> [[builtin(position)]] vec4<f32> {
position = var0.data; return var0.data;
return;
} }
fn vertex1() { [[stage(vertex)]] fn vertex1() -> [[builtin(position)]] vec4<f32> {
position = var1.data; return var1.data;
return;
} }
entry_point vertex = vertex0;
entry_point vertex = vertex1;
)"); )");
wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout( wgpu::BindGroupLayout bgl0 = utils::MakeBindGroupLayout(

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@ -60,9 +60,9 @@ TEST_F(ShaderModuleValidationTest, CreationSuccess) {
// be compiled. // be compiled.
TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) { TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) {
std::ostringstream stream; std::ostringstream stream;
stream << "[[location(" << kMaxColorAttachments << R"()]] var<out> fragColor : vec4<f32>; stream << "[[stage(fragment)]] fn main() -> [[location(" << kMaxColorAttachments
[[stage(fragment)]] fn main() { << R"()]] vec4<f32> {
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0); return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})"; })";
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, stream.str().c_str())); ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, stream.str().c_str()));
} }
@ -162,12 +162,10 @@ TEST_F(ShaderModuleValidationTest, CompilationMessages) {
// is not the case on the wire. // is not the case on the wire.
DAWN_SKIP_TEST_IF(UsesWire()); DAWN_SKIP_TEST_IF(UsesWire());
std::ostringstream stream; wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"(
stream << R"([[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(0.0, 1.0, 0.0, 1.0);
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0); })");
})";
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, stream.str().c_str());
dawn_native::ShaderModuleBase* shaderModuleBase = dawn_native::ShaderModuleBase* shaderModuleBase =
reinterpret_cast<dawn_native::ShaderModuleBase*>(shaderModule.Get()); reinterpret_cast<dawn_native::ShaderModuleBase*>(shaderModule.Get());

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@ -24,14 +24,12 @@ class StorageTextureValidationTests : public ValidationTest {
ValidationTest::SetUp(); ValidationTest::SetUp();
mDefaultVSModule = utils::CreateShaderModule(device, R"( mDefaultVSModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 1.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})"); })");
mDefaultFSModule = utils::CreateShaderModule(device, R"( mDefaultFSModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(1.0, 0.0, 0.0, 1.0);
fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
})"); })");
} }
@ -122,10 +120,10 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
{ {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : [[access(read)]] texture_storage_2d<rgba8unorm>; [[group(0), binding(0)]] var image0 : [[access(read)]] texture_storage_2d<rgba8unorm>;
[[builtin(vertex_index)]] var<in> VertexIndex : u32; [[stage(vertex)]] fn main(
[[builtin(position)]] var<out> Position : vec4<f32>; [[builtin(vertex_index)]] VertexIndex : u32
[[stage(vertex)]] fn main() { ) -> [[builtin(position)]] vec4<f32> {
Position = textureLoad(image0, vec2<i32>(i32(VertexIndex), 0)); return textureLoad(image0, vec2<i32>(i32(VertexIndex), 0));
})"); })");
utils::ComboRenderPipelineDescriptor2 descriptor; utils::ComboRenderPipelineDescriptor2 descriptor;
@ -139,10 +137,10 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
{ {
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : [[access(read)]] texture_storage_2d<rgba8unorm>; [[group(0), binding(0)]] var image0 : [[access(read)]] texture_storage_2d<rgba8unorm>;
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>; [[stage(fragment)]] fn main(
[[location(0)]] var<out> fragColor : vec4<f32>; [[builtin(frag_coord)]] FragCoord : vec4<f32>
[[stage(fragment)]] fn main() { ) -> [[location(0)]] vec4<f32> {
fragColor = textureLoad(image0, vec2<i32>(FragCoord.xy)); return textureLoad(image0, vec2<i32>(FragCoord.xy));
})"); })");
utils::ComboRenderPipelineDescriptor2 descriptor; utils::ComboRenderPipelineDescriptor2 descriptor;
@ -155,9 +153,8 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
// Write-only storage textures cannot be declared in a vertex shader. // Write-only storage textures cannot be declared in a vertex shader.
if ((false) /* TODO(https://crbug.com/tint/449) */) { if ((false) /* TODO(https://crbug.com/tint/449) */) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(vertex_index)]] var<in> vertex_index : u32;
[[group(0), binding(0)]] var image0 : [[access(write)]] texture_storage_2d<rgba8unorm>; [[group(0), binding(0)]] var image0 : [[access(write)]] texture_storage_2d<rgba8unorm>;
[[stage(vertex)]] fn main() { [[stage(vertex)]] fn main([[builtin(vertex_index)]] vertex_index : u32) {
textureStore(image0, vec2<i32>(i32(vertex_index), 0), vec4<f32>(1.0, 0.0, 0.0, 1.0)); textureStore(image0, vec2<i32>(i32(vertex_index), 0), vec4<f32>(1.0, 0.0, 0.0, 1.0));
})"); })");
@ -171,9 +168,8 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
// Write-only storage textures can be declared in a fragment shader. // Write-only storage textures can be declared in a fragment shader.
{ {
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[builtin(frag_coord)]] var<in> frag_coord : vec4<f32>;
[[group(0), binding(0)]] var image0 : [[access(write)]] texture_storage_2d<rgba8unorm>; [[group(0), binding(0)]] var image0 : [[access(write)]] texture_storage_2d<rgba8unorm>;
[[stage(fragment)]] fn main() { [[stage(fragment)]] fn main([[builtin(frag_coord)]] frag_coord : vec4<f32>) {
textureStore(image0, vec2<i32>(frag_coord.xy), vec4<f32>(1.0, 0.0, 0.0, 1.0)); textureStore(image0, vec2<i32>(frag_coord.xy), vec4<f32>(1.0, 0.0, 0.0, 1.0));
})"); })");
@ -192,14 +188,13 @@ TEST_F(StorageTextureValidationTests, ComputePipeline) {
{ {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : [[access(read)]] texture_storage_2d<rgba8unorm>; [[group(0), binding(0)]] var image0 : [[access(read)]] texture_storage_2d<rgba8unorm>;
[[builtin(local_invocation_id)]] var<in> LocalInvocationID : vec3<u32>;
[[block]] struct Buf { [[block]] struct Buf {
data : f32; data : f32;
}; };
[[group(0), binding(1)]] var<storage> buf : [[access(read_write)]] Buf; [[group(0), binding(1)]] var<storage> buf : [[access(read_write)]] Buf;
[[stage(compute)]] fn main() { [[stage(compute)]] fn main([[builtin(local_invocation_id)]] LocalInvocationID : vec3<u32>) {
buf.data = textureLoad(image0, vec2<i32>(LocalInvocationID.xy)).x; buf.data = textureLoad(image0, vec2<i32>(LocalInvocationID.xy)).x;
})"); })");
@ -215,9 +210,8 @@ TEST_F(StorageTextureValidationTests, ComputePipeline) {
{ {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : [[access(write)]] texture_storage_2d<rgba8unorm>; [[group(0), binding(0)]] var image0 : [[access(write)]] texture_storage_2d<rgba8unorm>;
[[builtin(local_invocation_id)]] var<in> LocalInvocationID : vec3<u32>;
[[stage(compute)]] fn main() { [[stage(compute)]] fn main([[builtin(local_invocation_id)]] LocalInvocationID : vec3<u32>) {
textureStore(image0, vec2<i32>(LocalInvocationID.xy), vec4<f32>(0.0, 0.0, 0.0, 0.0)); textureStore(image0, vec2<i32>(LocalInvocationID.xy), vec4<f32>(0.0, 0.0, 0.0, 0.0));
})"); })");

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@ -26,9 +26,8 @@ class VertexBufferValidationTest : public ValidationTest {
ValidationTest::SetUp(); ValidationTest::SetUp();
fsModule = utils::CreateShaderModule(device, R"( fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(0.0, 1.0, 0.0, 1.0);
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
})"); })");
} }
@ -42,13 +41,18 @@ class VertexBufferValidationTest : public ValidationTest {
wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) { wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) {
std::ostringstream vs; std::ostringstream vs;
vs << "[[stage(vertex)]] fn main(\n";
for (unsigned int i = 0; i < bufferCount; ++i) { for (unsigned int i = 0; i < bufferCount; ++i) {
vs << "[[location(" << i << ")]] var<in> a_position" << i << " : vec3<f32>;\n"; // TODO(cwallez@chromium.org): remove this special handling of 0 once Tint supports
// trailing commas in argument lists.
if (i != 0) {
vs << ", ";
} }
vs << "[[builtin(position)]] var<out> Position : vec4<f32>;"; vs << "[[location(" << i << ")]] a_position" << i << " : vec3<f32>\n";
vs << "[[stage(vertex)]] fn main() {\n"; }
vs << ") -> [[builtin(position)]] vec4<f32> {";
vs << "Position = vec4<f32>("; vs << "return vec4<f32>(";
for (unsigned int i = 0; i < bufferCount; ++i) { for (unsigned int i = 0; i < bufferCount; ++i) {
vs << "a_position" << i; vs << "a_position" << i;
if (i != bufferCount - 1) { if (i != bufferCount - 1) {

View File

@ -24,9 +24,8 @@ class VertexStateTest : public ValidationTest {
const char* vertexSource) { const char* vertexSource) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexSource); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexSource);
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>; [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return vec4<f32>(1.0, 0.0, 0.0, 1.0);
fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} }
)"); )");
@ -45,9 +44,8 @@ class VertexStateTest : public ValidationTest {
} }
const char* kDummyVertexShader = R"( const char* kDummyVertexShader = R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 0.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
} }
)"; )";
}; };
@ -99,29 +97,29 @@ TEST_F(VertexStateTest, PipelineCompatibility) {
// Control case: pipeline with one input per attribute // Control case: pipeline with one input per attribute
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
[[location(0)]] var<in> a : vec4<f32>; [[stage(vertex)]] fn main(
[[location(1)]] var<in> b : vec4<f32>; [[location(0)]] a : vec4<f32>,
[[builtin(position)]] var<out> Position : vec4<f32>; [[location(1)]] b : vec4<f32>
[[stage(vertex)]] fn main() { ) -> [[builtin(position)]] vec4<f32> {
Position = vec4<f32>(0.0, 0.0, 0.0, 0.0); return vec4<f32>(0.0, 0.0, 0.0, 0.0);
} }
)"); )");
// Check it is valid for the pipeline to use a subset of the VertexState // Check it is valid for the pipeline to use a subset of the VertexState
CreatePipeline(true, state, R"( CreatePipeline(true, state, R"(
[[location(0)]] var<in> a : vec4<f32>; [[stage(vertex)]] fn main(
[[builtin(position)]] var<out> Position : vec4<f32>; [[location(0)]] a : vec4<f32>
[[stage(vertex)]] fn main() { ) -> [[builtin(position)]] vec4<f32> {
Position = vec4<f32>(0.0, 0.0, 0.0, 0.0); return vec4<f32>(0.0, 0.0, 0.0, 0.0);
} }
)"); )");
// Check for an error when the pipeline uses an attribute not in the vertex input // Check for an error when the pipeline uses an attribute not in the vertex input
CreatePipeline(false, state, R"( CreatePipeline(false, state, R"(
[[location(2)]] var<in> a : vec4<f32>; [[stage(vertex)]] fn main(
[[builtin(position)]] var<out> Position : vec4<f32>; [[location(2)]] a : vec4<f32>
[[stage(vertex)]] fn main() { ) -> [[builtin(position)]] vec4<f32> {
Position = vec4<f32>(0.0, 0.0, 0.0, 0.0); return vec4<f32>(0.0, 0.0, 0.0, 0.0);
} }
)"); )");
} }

View File

@ -40,16 +40,16 @@ class D3D12DescriptorHeapTests : public DawnTest {
mD3DDevice = reinterpret_cast<Device*>(device.Get()); mD3DDevice = reinterpret_cast<Device*>(device.Get());
mSimpleVSModule = utils::CreateShaderModule(device, R"( mSimpleVSModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[stage(vertex)]] fn main() { [[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0), vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0), vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0) vec2<f32>(-1.0, -1.0)
); );
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})"); })");
mSimpleFSModule = utils::CreateShaderModule(device, R"( mSimpleFSModule = utils::CreateShaderModule(device, R"(
@ -57,10 +57,9 @@ class D3D12DescriptorHeapTests : public DawnTest {
color : vec4<f32>; color : vec4<f32>;
}; };
[[group(0), binding(0)]] var<uniform> colorBuffer : U; [[group(0), binding(0)]] var<uniform> colorBuffer : U;
[[location(0)]] var<out> FragColor : vec4<f32>;
[[stage(fragment)]] fn main() { [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
FragColor = colorBuffer.color; return colorBuffer.color;
})"); })");
} }
@ -177,17 +176,15 @@ TEST_P(D3D12DescriptorHeapTests, NoSwitchOverSamplerHeap) {
// sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps WILL NOT switch over // sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps WILL NOT switch over
// because the sampler heap allocations are de-duplicated. // because the sampler heap allocations are de-duplicated.
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() { return vec4<f32>(0.0, 0.0, 0.0, 1.0);
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})"); })");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[group(0), binding(0)]] var sampler0 : sampler; [[group(0), binding(0)]] var sampler0 : sampler;
[[stage(fragment)]] fn main() { [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
let referenceSampler : sampler = sampler0; let referenceSampler : sampler = sampler0;
FragColor = vec4<f32>(0.0, 0.0, 0.0, 0.0); return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})"); })");
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline2(&renderPipelineDescriptor); wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline2(&renderPipelineDescriptor);
@ -787,16 +784,16 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
transform : mat2x2<f32>; transform : mat2x2<f32>;
}; };
[[group(0), binding(0)]] var<uniform> buffer0 : U; [[group(0), binding(0)]] var<uniform> buffer0 : U;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[stage(vertex)]] fn main() { [[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0), vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0), vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0) vec2<f32>(-1.0, -1.0)
); );
Position = vec4<f32>(buffer0.transform * (pos[VertexIndex]), 0.0, 1.0); return vec4<f32>(buffer0.transform * (pos[VertexIndex]), 0.0, 1.0);
})"); })");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[block]] struct U { [[block]] struct U {
@ -806,11 +803,10 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
[[group(0), binding(2)]] var texture0 : texture_2d<f32>; [[group(0), binding(2)]] var texture0 : texture_2d<f32>;
[[group(0), binding(3)]] var<uniform> buffer0 : U; [[group(0), binding(3)]] var<uniform> buffer0 : U;
[[location(0)]] var<out> FragColor : vec4<f32>; [[stage(fragment)]] fn main(
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>; [[builtin(frag_coord)]] FragCoord : vec4<f32>
) -> [[location(0)]] vec4<f32> {
[[stage(fragment)]] fn main() { return textureSample(texture0, sampler0, FragCoord.xy) + buffer0.color;
FragColor = textureSample(texture0, sampler0, FragCoord.xy) + buffer0.color;
})"); })");
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);

View File

@ -339,16 +339,15 @@ TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
// Fill in a view heap with "view only" bindgroups (1x view per group) by creating a // Fill in a view heap with "view only" bindgroups (1x view per group) by creating a
// view bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over. // view bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps must switch over.
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>; [[stage(vertex)]] fn main(
[[builtin(vertex_index)]] var<in> VertexIndex : u32; [[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
[[stage(vertex)]] fn main() {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0), vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0), vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0) vec2<f32>(-1.0, -1.0)
); );
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})"); })");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
@ -356,10 +355,9 @@ TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
color : vec4<f32>; color : vec4<f32>;
}; };
[[group(0), binding(0)]] var<uniform> colorBuffer : U; [[group(0), binding(0)]] var<uniform> colorBuffer : U;
[[location(0)]] var<out> FragColor : vec4<f32>;
[[stage(fragment)]] fn main() { [[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
FragColor = colorBuffer.color; return colorBuffer.color;
})"); })");
wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline2(&renderPipelineDescriptor); wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline2(&renderPipelineDescriptor);