Migrate Dawn fuzzers to using new SPVC split API
Roll third_party/shaderc/ c9d5be6b0..0865050e5 (3 commits)
c9d5be6b01..0865050e54
$ git log c9d5be6b0..0865050e5 --date=short --no-merges --format='%ad %ae %s'
2019-11-12 rharrison Split spvc shader generation into initialize and compile phases (#882)
2019-11-12 9856269+sarahM0 opName - opStruct (#880)
2019-11-12 rharrison Rolling 5 dependencies and updating expectations (#879)
Created with:
roll-dep third_party/shaderc
Change-Id: Iea431b36973ac1fbfe68f1353e538ca4ca5ca910
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13423
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Ryan Harrison <rharrison@chromium.org>
This commit is contained in:
parent
cfdbaaa376
commit
9e7107eb96
2
DEPS
2
DEPS
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@ -68,7 +68,7 @@ deps = {
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'condition': 'dawn_standalone',
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},
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'third_party/shaderc': {
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'url': '{chromium_git}/external/github.com/google/shaderc@c9d5be6b01708bf7d8a8401a7edb98bf3ab82f17',
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'url': '{chromium_git}/external/github.com/google/shaderc@0865050e54e93bb1b0f122780246892a1164bb26',
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'condition': 'dawn_standalone',
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},
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@ -34,7 +34,10 @@ namespace {
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// Using the options that are used by Dawn, they appear in ShaderModuleGL.cpp
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options.SetGLSLLanguageVersion(440);
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options.SetFixupClipspace(true);
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context.CompileSpvToGlsl(input.data(), input.size(), options, &result);
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if (context.InitializeForGlsl(input.data(), input.size(), options) ==
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shaderc_compilation_status_success) {
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context.CompileShader(&result);
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}
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});
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return 0;
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@ -40,7 +40,10 @@ namespace {
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// See https://github.com/gpuweb/gpuweb/issues/332
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options.SetHLSLPointCoordCompat(true);
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options.SetHLSLPointSizeCompat(true);
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context.CompileSpvToHlsl(input.data(), input.size(), options, &result);
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if (context.InitializeForHlsl(input.data(), input.size(), options) ==
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shaderc_compilation_status_success) {
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context.CompileShader(&result);
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}
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});
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return 0;
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@ -33,7 +33,10 @@ namespace {
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options.SetTargetEnvironment(shaderc_target_env_vulkan, shaderc_env_version_vulkan_1_1);
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// Using the options that are used by Dawn, they appear in ShaderModuleMTL.mm
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context.CompileSpvToMsl(input.data(), input.size(), options, &result);
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if (context.InitializeForMsl(input.data(), input.size(), options) ==
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shaderc_compilation_status_success) {
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context.CompileShader(&result);
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}
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});
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return 0;
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