Remove utility to create shader modules from GLSL

And rename CreateShaderModuleFromWGSL to CreateShaderModule.

Bug: dawn:572
Change-Id: I80dab401078b2001d738b87d6e24437f93b690d1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45764
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez
2021-03-24 15:55:32 +00:00
committed by Commit Bot service account
parent 1452cf60e5
commit 7aec4ae7c5
81 changed files with 338 additions and 432 deletions

View File

@@ -26,13 +26,13 @@ class RenderPipelineValidationTest : public ValidationTest {
void SetUp() override {
ValidationTest::SetUp();
vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = vec4<f32>(0.0, 1.0, 0.0, 1.0);
@@ -195,8 +195,7 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputFormatCompatibility) {
<< kScalarTypes[i] << R"(>;
[[stage(fragment)]] fn main() -> void {
})";
descriptor.cFragment.module =
utils::CreateShaderModuleFromWGSL(device, stream.str().c_str());
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
if (i == j) {
device.CreateRenderPipeline2(&descriptor);
@@ -414,8 +413,7 @@ TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
[[stage(fragment)]] fn main() -> void {
})";
descriptor.cFragment.module =
utils::CreateShaderModuleFromWGSL(device, stream.str().c_str());
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, kTextureComponentTypes[j]}});
@@ -462,8 +460,7 @@ TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
<< kTextureKeywords[i] << R"(<f32>;
[[stage(fragment)]] fn main() -> void {
})";
descriptor.cFragment.module =
utils::CreateShaderModuleFromWGSL(device, stream.str().c_str());
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float,
@@ -482,7 +479,7 @@ TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
// Test that declaring a storage buffer in the vertex shader without setting pipeline layout won't
// cause crash.
TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
wgpu::ShaderModule vsModuleWithStorageBuffer = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule vsModuleWithStorageBuffer = utils::CreateShaderModule(device, R"(
[[block]] struct Dst {
data : array<u32, 100>;
};
@@ -555,7 +552,7 @@ TEST_F(RenderPipelineValidationTest, StripIndexFormatRequired) {
// Test that the entryPoint names must be present for the correct stage in the shader module.
TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> position : vec4<f32>;
[[stage(vertex)]] fn vertex_main() -> void {
position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
@@ -605,7 +602,7 @@ TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
// Test that vertex attrib validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> position : vec4<f32>;
[[location(0)]] var<in> attrib0 : vec4<f32>;
[[location(1)]] var<in> attrib1 : vec4<f32>;
@@ -651,7 +648,7 @@ TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
// Test that fragment output validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> colorFloat : vec4<f32>;
[[location(0)]] var<out> colorUint : vec4<u32>;
@@ -691,7 +688,7 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
// Test that fragment output validation is for the correct entryPoint
// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[block]] struct Uniforms {
data : vec4<f32>;
};