wgsl: Replace use of [[attribute]] with @attribute

Bug: tint:1382
Change-Id: I58ad2c88fde1e7c96f2ae8257e6df924b94b61db
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/77660
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
This commit is contained in:
Ben Clayton 2022-01-25 16:29:04 +00:00 committed by Dawn LUCI CQ
parent facbc82d6c
commit a9ca8cb4ab
101 changed files with 1307 additions and 1312 deletions

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@ -66,14 +66,14 @@ void init() {
scalar : f32;
scalarOffset : f32;
};
[[group(0), binding(0)]] var<uniform> c : Constants;
@group(0) @binding(0) var<uniform> c : Constants;
struct VertexOut {
[[location(0)]] v_color : vec4<f32>;
[[builtin(position)]] Position : vec4<f32>;
@location(0) v_color : vec4<f32>;
@builtin(position) Position : vec4<f32>;
};
[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
@stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
vec4<f32>( 0.0, 0.1, 0.0, 1.0),
vec4<f32>(-0.1, -0.1, 0.0, 1.0),
@ -113,8 +113,7 @@ void init() {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main([[location(0)]] v_color : vec4<f32>)
-> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(@location(0) v_color : vec4<f32>) -> @location(0) vec4<f32> {
return v_color;
})");

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@ -38,9 +38,9 @@ void init() {
wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_RenderAttachment, 640, 480);
const char* vs = R"(
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@builtin(vertex_index) VertexIndex : u32
) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>( 0.0, 0.5),
vec2<f32>(-0.5, -0.5),
@ -51,7 +51,7 @@ void init() {
WGPUShaderModule vsModule = utils::CreateShaderModule(device, vs).Release();
const char* fs = R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})";
WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release();

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@ -96,13 +96,13 @@ void initBuffers() {
void initRender() {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct VertexIn {
[[location(0)]] a_particlePos : vec2<f32>;
[[location(1)]] a_particleVel : vec2<f32>;
[[location(2)]] a_pos : vec2<f32>;
@location(0) a_particlePos : vec2<f32>;
@location(1) a_particleVel : vec2<f32>;
@location(2) a_pos : vec2<f32>;
};
[[stage(vertex)]]
fn main(input : VertexIn) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(input : VertexIn) -> @builtin(position) vec4<f32> {
var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y);
var pos : vec2<f32> = vec2<f32>(
(input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)),
@ -112,8 +112,8 @@ void initRender() {
)");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
)");
@ -164,13 +164,13 @@ void initSim() {
struct Particles {
particles : array<Particle>;
};
[[binding(0), group(0)]] var<uniform> params : SimParams;
[[binding(1), group(0)]] var<storage, read> particlesA : Particles;
[[binding(2), group(0)]] var<storage, read_write> particlesB : Particles;
@binding(0), group(0) var<uniform> params : SimParams;
@binding(1), group(0) var<storage, read> particlesA : Particles;
@binding(2), group(0) var<storage, read_write> particlesB : Particles;
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var index : u32 = GlobalInvocationID.x;
if (index >= params.particleCount) {
return;

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@ -97,17 +97,17 @@ void init() {
initTextures();
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main([[location(0)]] pos : vec4<f32>)
-> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(@location(0) pos : vec4<f32>)
-> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main([[builtin(position)]] FragCoord : vec4<f32>)
-> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(@builtin(position) FragCoord : vec4<f32>)
-> @location(0) vec4<f32> {
return textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
})");

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@ -314,8 +314,8 @@ int main(int argc, const char* argv[]) {
// The hacky pipeline to render a triangle.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32)
-> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32)
-> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>( 0.0, 0.5),
vec2<f32>(-0.5, -0.5),
@ -324,7 +324,7 @@ int main(int argc, const char* argv[]) {
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");
// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].

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@ -60,11 +60,11 @@ namespace dawn::native {
data: array<u32>;
};
[[group(0), binding(0)]] var<uniform> uniformParams: UniformParams;
[[group(0), binding(1)]] var<storage, read_write> clientParams: IndirectParams;
[[group(0), binding(2)]] var<storage, write> validatedParams: ValidatedParams;
@group(0) @binding(0) var<uniform> uniformParams: UniformParams;
@group(0) @binding(1) var<storage, read_write> clientParams: IndirectParams;
@group(0) @binding(2) var<storage, write> validatedParams: ValidatedParams;
[[stage(compute), workgroup_size(1, 1, 1)]]
@stage(compute) @workgroup_size(1, 1, 1)
fn main() {
for (var i = 0u; i < 3u; i = i + 1u) {
var numWorkgroups = clientParams.data[uniformParams.clientOffsetInU32 + i];
@ -326,7 +326,7 @@ namespace dawn::native {
// - Validate each indirect dispatch with a single dispatch to copy the indirect
// buffer params into a scratch buffer if they're valid, and otherwise zero them
// out.
// - Duplicate all the indirect dispatch parameters to support [[num_workgroups]] on
// - Duplicate all the indirect dispatch parameters to support @num_workgroups on
// D3D12.
// - Directly return the original indirect dispatch buffer if we don't need any
// transformations on it.

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@ -59,11 +59,11 @@ namespace dawn::native {
gamma_decoding_for_dst_srgb_params: GammaTransferParams; // 144 4 32
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexOutputs {
[[location(0)]] texcoords : vec2<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) texcoords : vec2<f32>;
@builtin(position) position : vec4<f32>;
};
// Chromium uses unified equation to construct gamma decoding function
@ -84,9 +84,9 @@ namespace dawn::native {
return sign(v) * (pow(params.A * abs(v) + params.B, params.G) + params.E);
}
[[stage(vertex)]]
@stage(vertex)
fn vs_main(
[[builtin(vertex_index)]] VertexIndex : u32
@builtin(vertex_index) VertexIndex : u32
) -> VertexOutputs {
var texcoord = array<vec2<f32>, 3>(
vec2<f32>(-0.5, 0.0),
@ -119,13 +119,13 @@ namespace dawn::native {
return output;
}
[[binding(1), group(0)]] var mySampler: sampler;
[[binding(2), group(0)]] var myTexture: texture_2d<f32>;
@binding(1) @group(0) var mySampler: sampler;
@binding(2) @group(0) var myTexture: texture_2d<f32>;
[[stage(fragment)]]
@stage(fragment)
fn fs_main(
[[location(0)]] texcoord : vec2<f32>
) -> [[location(0)]] vec4<f32> {
@location(0) texcoord : vec2<f32>
) -> @location(0) vec4<f32> {
// Clamp the texcoord and discard the out-of-bound pixels.
var clampedTexcoord =
clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));

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@ -251,7 +251,7 @@ namespace dawn::native {
if (IsToggleEnabled(Toggle::UseDummyFragmentInVertexOnlyPipeline)) {
// The empty fragment shader, used as a work around for vertex-only render pipeline
constexpr char kEmptyFragmentShader[] = R"(
[[stage(fragment)]] fn fs_empty_main() {}
@stage(fragment) fn fs_empty_main() {}
)";
ShaderModuleDescriptor descriptor;
ShaderModuleWGSLDescriptor wgslDesc;

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@ -65,9 +65,9 @@ namespace dawn::native {
data: array<u32>;
};
[[group(0), binding(0)]] var<storage, read> batch: BatchInfo;
[[group(0), binding(1)]] var<storage, read_write> clientParams: IndirectParams;
[[group(0), binding(2)]] var<storage, write> validatedParams: IndirectParams;
@group(0) @binding(0) var<storage, read> batch: BatchInfo;
@group(0) @binding(1) var<storage, read_write> clientParams: IndirectParams;
@group(0) @binding(2) var<storage, write> validatedParams: IndirectParams;
fn fail(drawIndex: u32) {
let index = drawIndex * kNumIndirectParamsPerDrawCall;
@ -93,8 +93,8 @@ namespace dawn::native {
clientParams.data[cIndex + kFirstInstanceEntry];
}
[[stage(compute), workgroup_size(64, 1, 1)]]
fn main([[builtin(global_invocation_id)]] id : vec3<u32>) {
@stage(compute) @workgroup_size(64, 1, 1)
fn main(@builtin(global_invocation_id) id : vec3<u32>) {
if (id.x >= batch.numDraws) {
return;
}

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@ -55,17 +55,15 @@ namespace dawn::native {
period : f32;
};
[[group(0), binding(0)]]
var<storage, read_write> timestamps : TimestampArr;
[[group(0), binding(1)]]
var<storage, read> availability : AvailabilityArr;
[[group(0), binding(2)]] var<uniform> params : TimestampParams;
@group(0) @binding(0) var<storage, read_write> timestamps : TimestampArr;
@group(0) @binding(1) var<storage, read> availability : AvailabilityArr;
@group(0) @binding(2) var<uniform> params : TimestampParams;
let sizeofTimestamp : u32 = 8u;
[[stage(compute), workgroup_size(8, 1, 1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(8, 1, 1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
if (GlobalInvocationID.x >= params.count) { return; }
var index = GlobalInvocationID.x + params.offset / sizeofTimestamp;

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@ -1163,12 +1163,12 @@ std::ostringstream& DawnTestBase::ExpectSampledFloatDataImpl(wgpu::TextureView t
detail::Expectation* expectation) {
std::ostringstream shaderSource;
shaderSource << "let width : u32 = " << width << "u;\n";
shaderSource << "[[group(0), binding(0)]] var tex : " << wgslTextureType << ";\n";
shaderSource << "@group(0) @binding(0) var tex : " << wgslTextureType << ";\n";
shaderSource << R"(
struct Result {
values : array<f32>;
};
[[group(0), binding(1)]] var<storage, read_write> result : Result;
@group(0) @binding(1) var<storage, read_write> result : Result;
)";
shaderSource << "let componentCount : u32 = " << componentCount << "u;\n";
shaderSource << "let sampleCount : u32 = " << sampleCount << "u;\n";
@ -1192,8 +1192,8 @@ std::ostringstream& DawnTestBase::ExpectSampledFloatDataImpl(wgpu::TextureView t
}
}
shaderSource << R"(
[[stage(compute), workgroup_size(1)]] fn main(
[[builtin(global_invocation_id)]] GlobalInvocationId : vec3<u32>
@stage(compute) @workgroup_size(1) fn main(
@builtin(global_invocation_id) GlobalInvocationId : vec3<u32>
) {
let baseOutIndex = GlobalInvocationId.y * width + GlobalInvocationId.x;
for (var s = 0u; s < sampleCount; s = s + 1u) {
@ -1336,8 +1336,8 @@ std::ostringstream& DawnTestBase::ExpectAttachmentDepthStencilTestData(
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 3.0, -1.0),
@ -1349,15 +1349,15 @@ std::ostringstream& DawnTestBase::ExpectAttachmentDepthStencilTestData(
// Sample the input texture and write out depth. |result| will only be set to 1 if we
// pass the depth test.
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var texture0 : texture_2d<f32>;
struct FragmentOut {
[[location(0)]] result : u32;
[[builtin(frag_depth)]] fragDepth : f32;
@location(0) result : u32;
@builtin(frag_depth) fragDepth : f32;
};
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> FragmentOut {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> FragmentOut {
var output : FragmentOut;
output.result = 1u;
output.fragDepth = textureLoad(texture0, vec2<i32>(FragCoord.xy), 0)[0];
@ -1365,8 +1365,8 @@ std::ostringstream& DawnTestBase::ExpectAttachmentDepthStencilTestData(
})");
} else {
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main() -> [[location(0)]] u32 {
@stage(fragment)
fn main() -> @location(0) u32 {
return 1u;
})");
}

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@ -51,8 +51,8 @@ class BindGroupTests : public DawnTest {
wgpu::ShaderModule MakeSimpleVSModule() const {
return utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -73,11 +73,11 @@ class BindGroupTests : public DawnTest {
switch (bindingTypes[i]) {
case wgpu::BufferBindingType::Uniform:
fs << "\n[[group(" << i << "), binding(0)]] var<uniform> buffer" << i
fs << "\n@group(" << i << ") @binding(0) var<uniform> buffer" << i
<< " : Buffer" << i << ";";
break;
case wgpu::BufferBindingType::Storage:
fs << "\n[[group(" << i << "), binding(0)]] var<storage, read> buffer" << i
fs << "\n@group(" << i << ") @binding(0) var<storage, read> buffer" << i
<< " : Buffer" << i << ";";
break;
default:
@ -85,7 +85,7 @@ class BindGroupTests : public DawnTest {
}
}
fs << "\n[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32>{\n";
fs << "\n@stage(fragment) fn main() -> @location(0) vec4<f32>{\n";
fs << "var fragColor : vec4<f32> = vec4<f32>();\n";
for (size_t i = 0; i < bindingTypes.size(); ++i) {
fs << "fragColor = fragColor + buffer" << i << ".color;\n";
@ -132,9 +132,9 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
struct Contents {
f : f32;
};
[[group(0), binding(0)]] var <uniform> contents: Contents;
@group(0) @binding(0) var <uniform> contents: Contents;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
var f : f32 = contents.f;
})");
@ -168,10 +168,10 @@ TEST_P(BindGroupTests, ReusedUBO) {
transform : vec4<f32>;
};
[[group(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
@group(0) @binding(0) var <uniform> vertexUbo : VertexUniformBuffer;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -185,9 +185,9 @@ TEST_P(BindGroupTests, ReusedUBO) {
struct FragmentUniformBuffer {
color : vec4<f32>;
};
[[group(0), binding(1)]] var <uniform> fragmentUbo : FragmentUniformBuffer;
@group(0) @binding(1) var <uniform> fragmentUbo : FragmentUniformBuffer;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return fragmentUbo.color;
})");
@ -245,10 +245,10 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
struct VertexUniformBuffer {
transform : vec4<f32>;
};
[[group(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
@group(0) @binding(0) var <uniform> vertexUbo : VertexUniformBuffer;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -259,11 +259,11 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(1)]] var samp : sampler;
[[group(0), binding(2)]] var tex : texture_2d<f32>;
@group(0) @binding(1) var samp : sampler;
@group(0) @binding(2) var tex : texture_2d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return textureSample(tex, samp, FragCoord.xy);
})");
@ -349,11 +349,11 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
transform : vec4<f32>;
};
[[group(0), binding(0)]] var <uniform> vertexUbo1 : VertexUniformBuffer;
[[group(1), binding(0)]] var <uniform> vertexUbo2 : VertexUniformBuffer;
@group(0) @binding(0) var <uniform> vertexUbo1 : VertexUniformBuffer;
@group(1) @binding(0) var <uniform> vertexUbo2 : VertexUniformBuffer;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -370,10 +370,10 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
color : vec4<f32>;
};
[[group(0), binding(1)]] var <uniform> fragmentUbo1 : FragmentUniformBuffer;
[[group(1), binding(1)]] var <uniform> fragmentUbo2 : FragmentUniformBuffer;
@group(0) @binding(1) var <uniform> fragmentUbo1 : FragmentUniformBuffer;
@group(1) @binding(1) var <uniform> fragmentUbo2 : FragmentUniformBuffer;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return fragmentUbo1.color + fragmentUbo2.color;
})");
@ -438,20 +438,20 @@ TEST_P(BindGroupTests, MultipleEntryPointsWithMultipleNonZeroGroups) {
struct Contents {
f : f32;
};
[[group(0), binding(0)]] var <uniform> contents0: Contents;
[[group(1), binding(0)]] var <uniform> contents1: Contents;
[[group(2), binding(0)]] var <uniform> contents2: Contents;
@group(0) @binding(0) var <uniform> contents0: Contents;
@group(1) @binding(0) var <uniform> contents1: Contents;
@group(2) @binding(0) var <uniform> contents2: Contents;
[[stage(compute), workgroup_size(1)]] fn main0() {
@stage(compute) @workgroup_size(1) fn main0() {
var a : f32 = contents0.f;
}
[[stage(compute), workgroup_size(1)]] fn main1() {
@stage(compute) @workgroup_size(1) fn main1() {
var a : f32 = contents1.f;
var b : f32 = contents2.f;
}
[[stage(compute), workgroup_size(1)]] fn main2() {
@stage(compute) @workgroup_size(1) fn main2() {
var a : f32 = contents0.f;
var b : f32 = contents1.f;
var c : f32 = contents2.f;
@ -1043,12 +1043,12 @@ TEST_P(BindGroupTests, DynamicOffsetOrder) {
value : vec3<u32>;
};
[[group(0), binding(2)]] var<uniform> buffer2 : Buffer;
[[group(0), binding(3)]] var<storage, read> buffer3 : Buffer;
[[group(0), binding(0)]] var<storage, read> buffer0 : Buffer;
[[group(0), binding(4)]] var<storage, read_write> outputBuffer : OutputBuffer;
@group(0) @binding(2) var<uniform> buffer2 : Buffer;
@group(0) @binding(3) var<storage, read> buffer3 : Buffer;
@group(0) @binding(0) var<storage, read> buffer0 : Buffer;
@group(0) @binding(4) var<storage, read_write> outputBuffer : OutputBuffer;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
outputBuffer.value = vec3<u32>(buffer0.value, buffer2.value, buffer3.value);
})");
pipelineDescriptor.compute.entryPoint = "main";
@ -1126,11 +1126,11 @@ TEST_P(BindGroupTests, DynamicAndNonDynamicBindingsDoNotConflictAfterRemapping)
value : vec2<u32>;
};
[[group(0), binding(0)]] var<uniform> buffer0 : Buffer;
[[group(0), binding(1)]] var<uniform> buffer1 : Buffer;
[[group(0), binding(2)]] var<storage, read_write> outputBuffer : OutputBuffer;
@group(0) @binding(0) var<uniform> buffer0 : Buffer;
@group(0) @binding(1) var<uniform> buffer1 : Buffer;
@group(0) @binding(2) var<storage, read_write> outputBuffer : OutputBuffer;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
outputBuffer.value = vec2<u32>(buffer0.value, buffer1.value);
})");
pipelineDescriptor.compute.entryPoint = "main";
@ -1233,8 +1233,8 @@ TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -1248,11 +1248,11 @@ TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
color : vec4<f32>;
};
[[group(0), binding(953)]] var <uniform> ubo1 : Ubo;
[[group(0), binding(47)]] var <uniform> ubo2 : Ubo;
[[group(0), binding(111)]] var <uniform> ubo3 : Ubo;
@group(0) @binding(953) var <uniform> ubo1 : Ubo;
@group(0) @binding(47) var <uniform> ubo2 : Ubo;
@group(0) @binding(111) var <uniform> ubo3 : Ubo;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return ubo1.color + 2.0 * ubo2.color + 4.0 * ubo3.color;
})");
@ -1352,7 +1352,7 @@ TEST_P(BindGroupTests, EmptyLayout) {
pipelineDesc.layout = utils::MakeBasicPipelineLayout(device, &bgl);
pipelineDesc.compute.entryPoint = "main";
pipelineDesc.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
@ -1375,8 +1375,8 @@ TEST_P(BindGroupTests, ReadonlyStorage) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -1389,9 +1389,9 @@ TEST_P(BindGroupTests, ReadonlyStorage) {
struct Buffer0 {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read> buffer0 : Buffer0;
@group(0) @binding(0) var<storage, read> buffer0 : Buffer0;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return buffer0.color;
})");
@ -1471,12 +1471,12 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
wgpu::TextureFormat::R8Unorm, expectedValue, wgpu::TextureUsage::TextureBinding);
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, nullptr, texture.CreateView()});
interface << "[[group(0), binding(" << binding++ << ")]] "
interface << "@group(0) @binding(" << binding++ << ") "
<< "var tex" << i << " : texture_2d<f32>;\n";
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, device.CreateSampler(), nullptr});
interface << "[[group(0), binding(" << binding++ << ")]]"
interface << "@group(0) @binding(" << binding++ << ")"
<< "var samp" << i << " : sampler;\n";
body << "if (abs(textureSampleLevel(tex" << i << ", samp" << i
@ -1490,7 +1490,7 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
wgpu::TextureFormat::R32Uint, expectedValue, wgpu::TextureUsage::StorageBinding);
bgEntries.push_back({nullptr, binding, nullptr, 0, 0, nullptr, texture.CreateView()});
interface << "[[group(0), binding(" << binding++ << ")]] "
interface << "@group(0) @binding(" << binding++ << ") "
<< "var image" << i << " : texture_storage_2d<r32uint, write>;\n";
body << "_ = image" << i << ";";
@ -1505,7 +1505,7 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
value : u32;
};
)";
interface << "[[group(0), binding(" << binding++ << ")]] "
interface << "@group(0) @binding(" << binding++ << ") "
<< "var<uniform> ubuf" << i << " : UniformBuffer" << i << ";\n";
body << "if (ubuf" << i << ".value != " << expectedValue++ << "u) {\n";
@ -1522,7 +1522,7 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
value : u32;
};
)";
interface << "[[group(0), binding(" << binding++ << ")]] "
interface << "@group(0) @binding(" << binding++ << ") "
<< "var<storage, read> sbuf" << i << " : ReadOnlyStorageBuffer" << i << ";\n";
body << "if (sbuf" << i << ".value != " << expectedValue++ << "u) {\n";
@ -1538,13 +1538,13 @@ TEST_P(BindGroupTests, ReallyLargeBindGroup) {
value : u32;
};
)";
interface << "[[group(0), binding(" << binding++ << ")]] "
interface << "@group(0) @binding(" << binding++ << ") "
<< "var<storage, read_write> result : ReadWriteStorageBuffer;\n";
body << "result.value = 1u;\n";
std::string shader = interface.str() + "[[stage(compute), workgroup_size(1)]] fn main() {\n" +
body.str() + "}\n";
std::string shader =
interface.str() + "@stage(compute) @workgroup_size(1) fn main() {\n" + body.str() + "}\n";
wgpu::ComputePipelineDescriptor cpDesc;
cpDesc.compute.module = utils::CreateShaderModule(device, shader.c_str());
cpDesc.compute.entryPoint = "main";

View File

@ -211,8 +211,8 @@ class BufferZeroInitTest : public DawnTest {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader);
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] i_color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) i_color : vec4<f32>) -> @location(0) vec4<f32> {
return i_color;
})");
@ -251,11 +251,11 @@ class BufferZeroInitTest : public DawnTest {
wgpu::RenderPipeline renderPipeline = CreateRenderPipelineForTest(R"(
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main([[location(0)]] pos : vec4<f32>) -> VertexOut {
@stage(vertex) fn main(@location(0) pos : vec4<f32>) -> VertexOut {
var output : VertexOut;
if (all(pos == vec4<f32>(0.0, 0.0, 0.0, 0.0))) {
output.color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
@ -295,12 +295,12 @@ class BufferZeroInitTest : public DawnTest {
wgpu::RenderPipeline renderPipeline =
CreateRenderPipelineForTest(R"(
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
var output : VertexOut;
if (VertexIndex == 0u) {
output.color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
@ -345,11 +345,11 @@ class BufferZeroInitTest : public DawnTest {
wgpu::RenderPipeline renderPipeline =
CreateRenderPipelineForTest(R"(
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main() -> VertexOut {
@stage(vertex) fn main() -> VertexOut {
var output : VertexOut;
output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
output.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
@ -386,11 +386,11 @@ class BufferZeroInitTest : public DawnTest {
wgpu::RenderPipeline renderPipeline =
CreateRenderPipelineForTest(R"(
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main() -> VertexOut {
@stage(vertex) fn main() -> VertexOut {
var output : VertexOut;
output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
output.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
@ -429,9 +429,9 @@ class BufferZeroInitTest : public DawnTest {
// As long as the comptue shader is executed once, the pixel color of outImage will be set
// to red.
const char* computeShader = R"(
[[group(0), binding(0)]] var outImage : texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(0) var outImage : texture_storage_2d<rgba8unorm, write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(1.0, 0.0, 0.0, 1.0));
})";
@ -1000,10 +1000,10 @@ TEST_P(BufferZeroInitTest, BoundAsUniformBuffer) {
struct UBO {
value : vec4<u32>;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[group(0), binding(1)]] var outImage : texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(0) var<uniform> ubo : UBO;
@group(0) @binding(1) var outImage : texture_storage_2d<rgba8unorm, write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
if (all(ubo.value == vec4<u32>(0u, 0u, 0u, 0u))) {
textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(0.0, 1.0, 0.0, 1.0));
} else {
@ -1039,10 +1039,10 @@ TEST_P(BufferZeroInitTest, BoundAsReadonlyStorageBuffer) {
struct SSBO {
value : vec4<u32>;
};
[[group(0), binding(0)]] var<storage, read> ssbo : SSBO;
[[group(0), binding(1)]] var outImage : texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(0) var<storage, read> ssbo : SSBO;
@group(0) @binding(1) var outImage : texture_storage_2d<rgba8unorm, write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
if (all(ssbo.value == vec4<u32>(0u, 0u, 0u, 0u))) {
textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(0.0, 1.0, 0.0, 1.0));
} else {
@ -1078,10 +1078,10 @@ TEST_P(BufferZeroInitTest, BoundAsStorageBuffer) {
struct SSBO {
value : array<vec4<u32>, 2>;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : SSBO;
[[group(0), binding(1)]] var outImage : texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(0) var<storage, read_write> ssbo : SSBO;
@group(0) @binding(1) var outImage : texture_storage_2d<rgba8unorm, write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
if (all(ssbo.value[0] == vec4<u32>(0u, 0u, 0u, 0u)) &&
all(ssbo.value[1] == vec4<u32>(0u, 0u, 0u, 0u))) {
textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(0.0, 1.0, 0.0, 1.0));
@ -1138,7 +1138,7 @@ TEST_P(BufferZeroInitTest, SetVertexBuffer) {
// draw call. A backend which implements robust buffer access via clamping should
// still see zeros at the end of the buffer.
TEST_P(BufferZeroInitTest, PaddingInitialized) {
DAWN_SUPPRESS_TEST_IF(IsANGLE()); // TODO(crbug.com/dawn/1084).
DAWN_SUPPRESS_TEST_IF(IsANGLE()); // TODO(crbug.com/dawn/1084).
DAWN_SUPPRESS_TEST_IF(IsLinux() && IsVulkan() && IsNvidia()); // TODO(crbug.com/dawn/1214).
constexpr wgpu::TextureFormat kColorAttachmentFormat = wgpu::TextureFormat::RGBA8Unorm;
@ -1150,11 +1150,11 @@ TEST_P(BufferZeroInitTest, PaddingInitialized) {
wgpu::RenderPipeline renderPipeline =
CreateRenderPipelineForTest(R"(
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main([[location(0)]] pos : vec2<f32>) -> VertexOut {
@stage(vertex) fn main(@location(0) pos : vec2<f32>) -> VertexOut {
var output : VertexOut;
if (all(pos == vec2<f32>(0.0, 0.0))) {
output.color = vec4<f32>(0.0, 1.0, 0.0, 1.0);

View File

@ -26,8 +26,8 @@ class ClipSpaceTest : public DawnTest {
// 1. The depth value of the top-left one is >= 0.5
// 2. The depth value of the bottom-right one is <= 0.5
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec3<f32>, 6>(
vec3<f32>(-1.0, 1.0, 1.0),
vec3<f32>(-1.0, -1.0, 0.5),
@ -39,7 +39,7 @@ class ClipSpaceTest : public DawnTest {
})");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");

View File

@ -39,8 +39,8 @@ class ColorStateTest : public DawnTest {
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsWARP());
vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
@ -65,9 +65,9 @@ class ColorStateTest : public DawnTest {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> myUbo : MyBlock;
@group(0) @binding(0) var<uniform> myUbo : MyBlock;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return myUbo.color;
}
)");
@ -798,16 +798,16 @@ TEST_P(ColorStateTest, IndependentColorState) {
color3 : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> myUbo : MyBlock;
@group(0) @binding(0) var<uniform> myUbo : MyBlock;
struct FragmentOut {
[[location(0)]] fragColor0 : vec4<f32>;
[[location(1)]] fragColor1 : vec4<f32>;
[[location(2)]] fragColor2 : vec4<f32>;
[[location(3)]] fragColor3 : vec4<f32>;
@location(0) fragColor0 : vec4<f32>;
@location(1) fragColor1 : vec4<f32>;
@location(2) fragColor2 : vec4<f32>;
@location(3) fragColor3 : vec4<f32>;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.fragColor0 = myUbo.color0;
output.fragColor1 = myUbo.color1;
@ -919,9 +919,9 @@ TEST_P(ColorStateTest, DefaultBlendColor) {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> myUbo : MyBlock;
@group(0) @binding(0) var<uniform> myUbo : MyBlock;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return myUbo.color;
}
)");
@ -1045,9 +1045,9 @@ TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> myUbo : MyBlock;
@group(0) @binding(0) var<uniform> myUbo : MyBlock;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return myUbo.color;
}
)");

View File

@ -165,12 +165,12 @@ class CompressedTextureFormatTest : public DawnTestWithParams<CompressedTextureF
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct VertexOut {
[[location(0)]] texCoord : vec2 <f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) texCoord : vec2 <f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-3.0, 1.0),
vec2<f32>( 3.0, 1.0),
@ -182,11 +182,11 @@ class CompressedTextureFormatTest : public DawnTestWithParams<CompressedTextureF
return output;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, texCoord);
})");
renderPipelineDescriptor.vertex.module = vsModule;

View File

@ -92,11 +92,11 @@ TEST_P(ComputeCopyStorageBufferTests, SizedArrayOfBasic) {
s : array<vec4<u32>, 4>;
};
[[group(0), binding(0)]] var<storage, read_write> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<storage, read_write> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
let index : u32 = GlobalInvocationID.x;
if (index >= 4u) { return; }
dst.s[index] = src.s[index];
@ -115,11 +115,11 @@ TEST_P(ComputeCopyStorageBufferTests, SizedArrayOfStruct) {
s : array<S, 4>;
};
[[group(0), binding(0)]] var<storage, read_write> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<storage, read_write> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
let index : u32 = GlobalInvocationID.x;
if (index >= 4u) { return; }
dst.s[index] = src.s[index];
@ -133,11 +133,11 @@ TEST_P(ComputeCopyStorageBufferTests, UnsizedArrayOfBasic) {
s : array<vec4<u32>>;
};
[[group(0), binding(0)]] var<storage, read_write> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<storage, read_write> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
let index : u32 = GlobalInvocationID.x;
if (index >= 4u) { return; }
dst.s[index] = src.s[index];

View File

@ -32,11 +32,11 @@ class ComputeDispatchTests : public DawnTest {
workGroups : vec3<u32>;
};
[[group(0), binding(0)]] var<storage, read_write> output : OutputBuf;
@group(0) @binding(0) var<storage, read_write> output : OutputBuf;
[[stage(compute), workgroup_size(1, 1, 1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>,
[[builtin(num_workgroups)]] dispatch : vec3<u32>) {
@stage(compute) @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>,
@builtin(num_workgroups) dispatch : vec3<u32>) {
if (dispatch.x == 0u || dispatch.y == 0u || dispatch.z == 0u) {
output.workGroups = vec3<u32>(0xFFFFFFFFu, 0xFFFFFFFFu, 0xFFFFFFFFu);
return;
@ -52,7 +52,7 @@ class ComputeDispatchTests : public DawnTest {
csDesc.compute.entryPoint = "main";
pipeline = device.CreateComputePipeline(&csDesc);
// Test the use of the compute pipelines without using [[num_workgroups]]
// Test the use of the compute pipelines without using @num_workgroups
wgpu::ShaderModule moduleWithoutNumWorkgroups = utils::CreateShaderModule(device, R"(
struct InputBuf {
expectedDispatch : vec3<u32>;
@ -61,11 +61,11 @@ class ComputeDispatchTests : public DawnTest {
workGroups : vec3<u32>;
};
[[group(0), binding(0)]] var<uniform> input : InputBuf;
[[group(0), binding(1)]] var<storage, read_write> output : OutputBuf;
@group(0) @binding(0) var<uniform> input : InputBuf;
@group(0) @binding(1) var<storage, read_write> output : OutputBuf;
[[stage(compute), workgroup_size(1, 1, 1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
let dispatch : vec3<u32> = input.expectedDispatch;
if (dispatch.x == 0u || dispatch.y == 0u || dispatch.z == 0u) {
@ -224,7 +224,7 @@ TEST_P(ComputeDispatchTests, IndirectBasic) {
IndirectTest({2, 3, 4}, 0);
}
// Test basic indirect without using [[num_workgroups]]
// Test basic indirect without using @num_workgroups
TEST_P(ComputeDispatchTests, IndirectBasicWithoutNumWorkgroups) {
IndirectTest({2, 3, 4}, 0, false);
}
@ -256,7 +256,7 @@ TEST_P(ComputeDispatchTests, IndirectOffset) {
IndirectTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t));
}
// Test indirect with buffer offset without using [[num_workgroups]]
// Test indirect with buffer offset without using @num_workgroups
TEST_P(ComputeDispatchTests, IndirectOffsetWithoutNumWorkgroups) {
IndirectTest({0, 0, 0, 2, 3, 4}, 3 * sizeof(uint32_t), false);
}

View File

@ -67,7 +67,7 @@ namespace {
// Align returns the WGSL decoration for an explicit structure field alignment
std::string AlignDeco(uint32_t value) {
return "[[align(" + std::to_string(value) + ")]] ";
return "@align(" + std::to_string(value) + ") ";
}
} // namespace
@ -124,8 +124,8 @@ std::ostream& operator<<(std::ostream& o, StorageClass storageClass) {
}
std::ostream& operator<<(std::ostream& o, Field field) {
o << "[[align(" << field.align << "), size("
<< (field.padded_size > 0 ? field.padded_size : field.size) << ")]] " << field.type;
o << "@align(" << field.align << ") @size("
<< (field.padded_size > 0 ? field.padded_size : field.size) << ") " << field.type;
return o;
}
@ -170,7 +170,7 @@ TEST_P(ComputeLayoutMemoryBufferTests, Fields) {
std::string shader = R"(
struct Data {
header : u32;
[[align({field_align}), size({field_size})]] field : {field_type};
@align({field_align}) @size({field_size}) field : {field_type};
footer : u32;
};
@ -188,11 +188,11 @@ struct Status {
code : u32;
};
[[group(0), binding(0)]] var<{input_qualifiers}> input : Input;
[[group(0), binding(1)]] var<storage, read_write> output : Output;
[[group(0), binding(2)]] var<storage, read_write> status : Status;
@group(0) @binding(0) var<{input_qualifiers}> input : Input;
@group(0) @binding(1) var<storage, read_write> output : Output;
@group(0) @binding(2) var<storage, read_write> status : Status;
[[stage(compute), workgroup_size(1,1,1)]]
@stage(compute) @workgroup_size(1,1,1)
fn main() {
if (input.header != {input_header_code}u) {
status.code = {status_bad_input_header}u;
@ -283,7 +283,7 @@ fn main() {
PushU32(kDataFooterCode); // Input.data.footer
AlignTo(field.align, kDataSizePaddingCode); // Input.data padding
}
AlignTo(footerAlign, kInputFooterAlignPaddingCode); // Input.footer [[align]]
AlignTo(footerAlign, kInputFooterAlignPaddingCode); // Input.footer @align
PushU32(kInputFooterCode); // Input.footer
AlignTo(256, kInputTailPaddingCode); // Input padding
}
@ -451,20 +451,20 @@ namespace {
Field{"array<u32, 2>", /* align */ 4, /* size */ 8}.StorageBufferOnly(),
Field{"array<u32, 3>", /* align */ 4, /* size */ 12}.StorageBufferOnly(),
Field{"array<u32, 4>", /* align */ 4, /* size */ 16}.StorageBufferOnly(),
Field{"[[stride(16)]] array<u32, 1>", /* align */ 4, /* size */ 16}
Field{"@stride(16) array<u32, 1>", /* align */ 4, /* size */ 16}
.StorageBufferOnly()
.Strided<4, 12>(),
Field{"[[stride(16)]] array<u32, 2>", /* align */ 4, /* size */ 32}
Field{"@stride(16) array<u32, 2>", /* align */ 4, /* size */ 32}
.StorageBufferOnly()
.Strided<4, 12>(),
Field{"[[stride(16)]] array<u32, 3>", /* align */ 4, /* size */ 48}
Field{"@stride(16) array<u32, 3>", /* align */ 4, /* size */ 48}
.StorageBufferOnly()
.Strided<4, 12>(),
Field{"[[stride(16)]] array<u32, 4>", /* align */ 4, /* size */ 64}
Field{"@stride(16) array<u32, 4>", /* align */ 4, /* size */ 64}
.StorageBufferOnly()
.Strided<4, 12>(),
Field{"array<vec3<u32>, 4>", /* align */ 16, /* size */ 64}.Strided<12, 4>(),
Field{"[[stride(32)]] array<vec3<u32>, 4>", /* align */ 16, /* size */ 128}
Field{"@stride(32) array<vec3<u32>, 4>", /* align */ 16, /* size */ 128}
.Strided<12, 20>(),
// Array types with custom alignment
@ -472,14 +472,10 @@ namespace {
Field{"array<u32, 2>", /* align */ 32, /* size */ 8}.StorageBufferOnly(),
Field{"array<u32, 3>", /* align */ 32, /* size */ 12}.StorageBufferOnly(),
Field{"array<u32, 4>", /* align */ 32, /* size */ 16}.StorageBufferOnly(),
Field{"[[stride(16)]] array<u32, 1>", /* align */ 32, /* size */ 16}
.Strided<4, 12>(),
Field{"[[stride(16)]] array<u32, 2>", /* align */ 32, /* size */ 32}
.Strided<4, 12>(),
Field{"[[stride(16)]] array<u32, 3>", /* align */ 32, /* size */ 48}
.Strided<4, 12>(),
Field{"[[stride(16)]] array<u32, 4>", /* align */ 32, /* size */ 64}
.Strided<4, 12>(),
Field{"@stride(16) array<u32, 1>", /* align */ 32, /* size */ 16}.Strided<4, 12>(),
Field{"@stride(16) array<u32, 2>", /* align */ 32, /* size */ 32}.Strided<4, 12>(),
Field{"@stride(16) array<u32, 3>", /* align */ 32, /* size */ 48}.Strided<4, 12>(),
Field{"@stride(16) array<u32, 4>", /* align */ 32, /* size */ 64}.Strided<4, 12>(),
Field{"array<vec3<u32>, 4>", /* align */ 32, /* size */ 64}.Strided<12, 4>(),
// Array types with custom size

View File

@ -78,11 +78,11 @@ TEST_P(ComputeSharedMemoryTests, Basic) {
x : u32;
};
[[group(0), binding(0)]] var<storage, write> dst : Dst;
@group(0) @binding(0) var<storage, write> dst : Dst;
var<workgroup> tmp : u32;
[[stage(compute), workgroup_size(4,4,1)]]
fn main([[builtin(local_invocation_id)]] LocalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(4,4,1)
fn main(@builtin(local_invocation_id) LocalInvocationID : vec3<u32>) {
let index : u32 = LocalInvocationID.y * kTileSize + LocalInvocationID.x;
if (index == 0u) {
tmp = 0u;
@ -117,15 +117,15 @@ TEST_P(ComputeSharedMemoryTests, AssortedTypes) {
d_vector : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, write> dst : Dst;
@group(0) @binding(0) var<storage, write> dst : Dst;
var<workgroup> wg_struct : StructValues;
var<workgroup> wg_matrix : mat2x2<f32>;
var<workgroup> wg_array : array<u32, 4>;
var<workgroup> wg_vector : vec4<f32>;
[[stage(compute), workgroup_size(4,1,1)]]
fn main([[builtin(local_invocation_id)]] LocalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(4,1,1)
fn main(@builtin(local_invocation_id) LocalInvocationID : vec3<u32>) {
let i = 4u * LocalInvocationID.x;
if (LocalInvocationID.x == 0u) {

View File

@ -36,10 +36,10 @@ TEST_P(ComputeStorageBufferBarrierTests, AddIncrement) {
data : array<u32, 100>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
buf.data[GlobalInvocationID.x] = buf.data[GlobalInvocationID.x] + 0x1234u;
}
)");
@ -86,11 +86,11 @@ TEST_P(ComputeStorageBufferBarrierTests, AddPingPong) {
data : array<u32, 100>;
};
[[group(0), binding(0)]] var<storage, read_write> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<storage, read_write> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x] + 0x1234u;
}
)");
@ -152,11 +152,11 @@ TEST_P(ComputeStorageBufferBarrierTests, StorageAndReadonlyStoragePingPongInOneP
data : array<u32, 100>;
};
[[group(0), binding(0)]] var<storage, read> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<storage, read> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x] + 0x1234u;
}
)");
@ -220,11 +220,11 @@ TEST_P(ComputeStorageBufferBarrierTests, UniformToStorageAddPingPong) {
data : array<vec4<u32>, 25>;
};
[[group(0), binding(0)]] var<uniform> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<uniform> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x] +
vec4<u32>(0x1234u, 0x1234u, 0x1234u, 0x1234u);
}
@ -288,11 +288,11 @@ TEST_P(ComputeStorageBufferBarrierTests, UniformToStorageAddPingPongInOnePass) {
data : array<vec4<u32>, 25>;
};
[[group(0), binding(0)]] var<uniform> src : Buf;
[[group(0), binding(1)]] var<storage, read_write> dst : Buf;
@group(0) @binding(0) var<uniform> src : Buf;
@group(0) @binding(1) var<storage, read_write> dst : Buf;
[[stage(compute), workgroup_size(1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x] +
vec4<u32>(0x1234u, 0x1234u, 0x1234u, 0x1234u);
}
@ -345,9 +345,9 @@ TEST_P(ComputeStorageBufferBarrierTests, IndirectBufferCorrectBarrier) {
struct Buf {
data : array<u32, 3>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
buf.data = array<u32, 3>(1u, 1u, 1u);
}
)");
@ -359,14 +359,14 @@ TEST_P(ComputeStorageBufferBarrierTests, IndirectBufferCorrectBarrier) {
struct Buf {
data : array<u32, 3>;
};
[[group(0), binding(0)]] var<storage, read> buf : Buf;
@group(0) @binding(0) var<storage, read> buf : Buf;
struct Result {
data : u32;
};
[[group(0), binding(1)]] var<storage, read_write> result : Result;
@group(0) @binding(1) var<storage, read_write> result : Result;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
result.data = 2u;
if (buf.data[0] == 1u && buf.data[1] == 1u && buf.data[2] == 1u) {
result.data = 1u;

View File

@ -258,16 +258,16 @@ class CopyTextureForBrowserTests : public Parent {
struct OutputBuf {
result : array<u32>;
};
[[group(0), binding(0)]] var src : texture_2d<f32>;
[[group(0), binding(1)]] var dst : texture_2d<f32>;
[[group(0), binding(2)]] var<storage, read_write> output : OutputBuf;
[[group(0), binding(3)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(0) var src : texture_2d<f32>;
@group(0) @binding(1) var dst : texture_2d<f32>;
@group(0) @binding(2) var<storage, read_write> output : OutputBuf;
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
fn aboutEqual(value : f32, expect : f32) -> bool {
// The value diff should be smaller than the hard coded tolerance.
return abs(value - expect) < 0.01;
}
[[stage(compute), workgroup_size(1, 1, 1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
let srcSize = textureDimensions(src);
let dstSize = textureDimensions(dst);
let dstTexCoord = vec2<u32>(GlobalInvocationID.xy);
@ -303,7 +303,7 @@ class CopyTextureForBrowserTests : public Parent {
if (uniforms.dstAlphaMode == premultiplied) {
// srcAlphaMode == unpremultiplied
srcColor = vec4<f32>(srcColor.rgb * srcColor.a, srcColor.a);
}
}
if (uniforms.dstAlphaMode == unpremultiplied) {
// srcAlphaMode == premultiplied

View File

@ -136,9 +136,9 @@ TEST_P(CreatePipelineAsyncTest, BasicUseOfCreateComputePipelineAsync) {
struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : SSBO;
@group(0) @binding(0) var<storage, read_write> ssbo : SSBO;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
ssbo.value = 1u;
})");
csDesc.compute.entryPoint = "main";
@ -166,9 +166,9 @@ TEST_P(CreatePipelineAsyncTest, ReleaseEntryPointAfterCreatComputePipelineAsync)
struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : SSBO;
@group(0) @binding(0) var<storage, read_write> ssbo : SSBO;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
ssbo.value = 1u;
})");
@ -205,9 +205,9 @@ TEST_P(CreatePipelineAsyncTest, CreateComputePipelineFailed) {
struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : SSBO;
@group(0) @binding(0) var<storage, read_write> ssbo : SSBO;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
ssbo.value = 1u;
})");
csDesc.compute.entryPoint = "main0";
@ -239,11 +239,11 @@ TEST_P(CreatePipelineAsyncTest, BasicUseOfCreateRenderPipelineAsync) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
@ -263,11 +263,11 @@ TEST_P(CreatePipelineAsyncTest, ReleaseEntryPointsAfterCreateRenderPipelineAsync
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
@ -328,11 +328,11 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineFailed) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
@ -366,7 +366,7 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineFailed) {
TEST_P(CreatePipelineAsyncTest, ReleaseDeviceBeforeCallbackOfCreateComputePipelineAsync) {
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
csDesc.compute.entryPoint = "main";
@ -390,11 +390,11 @@ TEST_P(CreatePipelineAsyncTest, ReleaseDeviceBeforeCallbackOfCreateComputePipeli
TEST_P(CreatePipelineAsyncTest, ReleaseDeviceBeforeCallbackOfCreateRenderPipelineAsync) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
@ -422,7 +422,7 @@ TEST_P(CreatePipelineAsyncTest, ReleaseDeviceBeforeCallbackOfCreateRenderPipelin
TEST_P(CreatePipelineAsyncTest, DestroyDeviceBeforeCallbackOfCreateComputePipelineAsync) {
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
csDesc.compute.entryPoint = "main";
@ -448,11 +448,11 @@ TEST_P(CreatePipelineAsyncTest, DestroyDeviceBeforeCallbackOfCreateComputePipeli
TEST_P(CreatePipelineAsyncTest, DestroyDeviceBeforeCallbackOfCreateRenderPipelineAsync) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
@ -485,9 +485,9 @@ TEST_P(CreatePipelineAsyncTest, CreateSameComputePipelineTwice) {
struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : SSBO;
@group(0) @binding(0) var<storage, read_write> ssbo : SSBO;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
ssbo.value = 1u;
})");
csDesc.compute.entryPoint = "main";
@ -544,9 +544,9 @@ TEST_P(CreatePipelineAsyncTest, CreateSameComputePipelineTwiceAtSameTime) {
struct SSBO {
value : u32;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : SSBO;
@group(0) @binding(0) var<storage, read_write> ssbo : SSBO;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
ssbo.value = 1u;
})");
csDesc.compute.entryPoint = "main";
@ -583,11 +583,11 @@ TEST_P(CreatePipelineAsyncTest, CreateSameRenderPipelineTwiceAtSameTime) {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
renderPipelineDescriptor.vertex.module = vsModule;
@ -635,16 +635,16 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithVertexBufferLayouts
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
struct VertexInput {
[[location(0)]] input0: u32;
[[location(1)]] input1: u32;
@location(0) input0: u32;
@location(1) input1: u32;
};
struct VertexOutput {
[[location(0)]] vertexColorOut: vec4<f32>;
[[builtin(position)]] position: vec4<f32>;
@location(0) vertexColorOut: vec4<f32>;
@builtin(position) position: vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(vertexInput : VertexInput) -> VertexOutput {
var vertexOutput : VertexOutput;
vertexOutput.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
@ -656,8 +656,8 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithVertexBufferLayouts
return vertexOutput;
})");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] fragColorIn : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) fragColorIn : vec4<f32>) -> @location(0) vec4<f32> {
return fragColorIn;
})");
@ -736,13 +736,13 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithDepthStencilState)
{
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");
@ -808,13 +808,13 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineWithMultisampleState) {
{
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
@ -880,17 +880,17 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithBlendState) {
{
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
struct FragmentOut {
[[location(0)]] fragColor0 : vec4<f32>;
[[location(1)]] fragColor1 : vec4<f32>;
@location(0) fragColor0 : vec4<f32>;
@location(1) fragColor1 : vec4<f32>;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.fragColor0 = vec4<f32>(0.4, 0.0, 0.0, 0.4);
output.fragColor1 = vec4<f32>(0.0, 1.0, 0.0, 1.0);

View File

@ -26,8 +26,8 @@ class CullingTest : public DawnTest {
// 1. The top-left one is counterclockwise (CCW)
// 2. The bottom-right one is clockwise (CW)
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, 0.0),
@ -42,8 +42,8 @@ class CullingTest : public DawnTest {
// RGBA8 format for the back buffer. So (FragCoord.xy - vec2(0.5)) / 255 in shader code
// will make the pixel's R and G channels exactly equal to the pixel's x and y coordinates.
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return vec4<f32>(
(FragCoord.xy - vec2<f32>(0.5, 0.5)) / vec2<f32>(255.0, 255.0),
0.0, 1.0);

View File

@ -101,11 +101,11 @@ TEST_P(D3D12CachingTests, SameShaderNoCache) {
mPersistentCache.mIsDisabled = true;
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
@ -142,11 +142,11 @@ TEST_P(D3D12CachingTests, SameShaderNoCache) {
// entrypoints)
TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
@ -181,11 +181,11 @@ TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
// Modify the WGSL shader functions and make sure it doesn't hit.
wgpu::ShaderModule newModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
)");
@ -211,13 +211,13 @@ TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPoints) {
struct Data {
data : u32;
};
[[binding(0), group(0)]] var<storage, read_write> data : Data;
@binding(0) @group(0) var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn write1() {
@stage(compute) @workgroup_size(1) fn write1() {
data.data = 1u;
}
[[stage(compute), workgroup_size(1)]] fn write42() {
@stage(compute) @workgroup_size(1) fn write42() {
data.data = 42u;
}
)");

View File

@ -36,8 +36,8 @@ class DepthBiasTests : public DawnTest {
case QuadAngle::Flat:
// Draw a square at z = 0.25
vertexSource = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
@ -52,8 +52,8 @@ class DepthBiasTests : public DawnTest {
case QuadAngle::TiltedX:
// Draw a square ranging from 0 to 0.5, bottom to top
vertexSource = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec3<f32>, 6>(
vec3<f32>(-1.0, -1.0, 0.0),
vec3<f32>( 1.0, -1.0, 0.0),
@ -69,7 +69,7 @@ class DepthBiasTests : public DawnTest {
wgpu::ShaderModule vertexModule = utils::CreateShaderModule(device, vertexSource);
wgpu::ShaderModule fragmentModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");

View File

@ -42,8 +42,8 @@ class DepthStencilCopyTests : public DawnTestWithParams<DepthStencilCopyTestPara
// Draw a square in the bottom left quarter of the screen.
mVertexModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 0.0, -1.0),
@ -128,7 +128,7 @@ class DepthStencilCopyTests : public DawnTestWithParams<DepthStencilCopyTestPara
desc->vertex.module = mVertexModule;
std::string fsSource = R"(
[[stage(fragment)]] fn main() -> [[builtin(frag_depth)]] f32 {
@stage(fragment) fn main() -> @builtin(frag_depth) f32 {
return )" + std::to_string(regionDepth) +
";\n}";
@ -632,7 +632,7 @@ TEST_P(StencilCopyTests, ToStencilAspect) {
utils::ComboRenderPipelineDescriptor renderPipelineDesc;
renderPipelineDesc.vertex.module = mVertexModule;
renderPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
wgpu::DepthStencilState* depthStencil =
renderPipelineDesc.EnableDepthStencil(GetParam().mTextureFormat);

View File

@ -95,11 +95,11 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
for (TestAspect aspect : aspects) {
switch (aspect) {
case TestAspect::Depth:
shaderSource << "[[group(0), binding(" << 2 * index << ")]] var tex" << index
shaderSource << "@group(0) @binding(" << 2 * index << ") var tex" << index
<< " : texture_depth_2d;\n";
shaderSource << "[[group(0), binding(" << 2 * index + 1
<< ")]] var<storage, read_write> result" << index
shaderSource << "@group(0) @binding(" << 2 * index + 1
<< ") var<storage, read_write> result" << index
<< " : DepthResult;\n";
ASSERT(components.size() == 1 && components[0] == 0);
@ -107,11 +107,11 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
<< ", vec2<i32>(0, 0), 0);";
break;
case TestAspect::Stencil:
shaderSource << "[[group(0), binding(" << 2 * index << ")]] var tex" << index
shaderSource << "@group(0) @binding(" << 2 * index << ") var tex" << index
<< " : texture_2d<u32>;\n";
shaderSource << "[[group(0), binding(" << 2 * index + 1
<< ")]] var<storage, read_write> result" << index
shaderSource << "@group(0) @binding(" << 2 * index + 1
<< ") var<storage, read_write> result" << index
<< " : StencilResult;\n";
shaderBody << "var texel = textureLoad(tex" << index
@ -131,7 +131,7 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
wgpu::RenderPipeline CreateSamplingRenderPipeline(std::vector<TestAspect> aspects,
std::vector<uint32_t> components) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
@ -143,7 +143,7 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
GenerateSamplingShader(aspects, components, shaderSource, shaderBody);
shaderSource << "[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {\n";
shaderSource << "@stage(fragment) fn main() -> @location(0) vec4<f32> {\n";
shaderSource << shaderBody.str() << "return vec4<f32>();\n }";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, shaderSource.str().c_str());
@ -161,7 +161,7 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
std::ostringstream shaderBody;
GenerateSamplingShader(aspects, components, shaderSource, shaderBody);
shaderSource << "[[stage(compute), workgroup_size(1)]] fn main() { " << shaderBody.str()
shaderSource << "@stage(compute) @workgroup_size(1) fn main() { " << shaderBody.str()
<< "\n}";
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, shaderSource.str().c_str());
@ -187,19 +187,19 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
wgpu::RenderPipeline CreateComparisonRenderPipeline() {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler_comparison;
[[group(0), binding(1)]] var tex : texture_depth_2d;
@group(0) @binding(0) var samp : sampler_comparison;
@group(0) @binding(1) var tex : texture_depth_2d;
struct Uniforms {
compareRef : f32;
};
[[group(0), binding(2)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(2) var<uniform> uniforms : Uniforms;
[[stage(fragment)]] fn main() -> [[location(0)]] f32 {
@stage(fragment) fn main() -> @location(0) f32 {
return textureSampleCompare(tex, samp, vec2<f32>(0.5, 0.5), uniforms.compareRef);
})");
@ -214,19 +214,19 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
wgpu::ComputePipeline CreateComparisonComputePipeline() {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler_comparison;
[[group(0), binding(1)]] var tex : texture_depth_2d;
@group(0) @binding(0) var samp : sampler_comparison;
@group(0) @binding(1) var tex : texture_depth_2d;
struct Uniforms {
compareRef : f32;
};
[[group(0), binding(2)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(2) var<uniform> uniforms : Uniforms;
struct SamplerResult {
value : f32;
};
[[group(0), binding(3)]] var<storage, read_write> samplerResult : SamplerResult;
@group(0) @binding(3) var<storage, read_write> samplerResult : SamplerResult;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
samplerResult.value = textureSampleCompare(tex, samp, vec2<f32>(0.5, 0.5), uniforms.compareRef);
})");

View File

@ -60,10 +60,10 @@ class DepthStencilStateTest : public DawnTest {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
@group(0) @binding(0) var<uniform> ubo : UBO;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
@ -79,9 +79,9 @@ class DepthStencilStateTest : public DawnTest {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
@group(0) @binding(0) var<uniform> ubo : UBO;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(ubo.color, 1.0);
})");
}

View File

@ -30,13 +30,13 @@ class DestroyTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -115,8 +115,8 @@ TEST_P(DeviceLostTest, GetBindGroupLayoutFails) {
struct UniformBuffer {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> ubo : UniformBuffer;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var<uniform> ubo : UniformBuffer;
@stage(compute) @workgroup_size(1) fn main() {
})");
wgpu::ComputePipelineDescriptor descriptor;
@ -199,8 +199,8 @@ TEST_P(DeviceLostTest, CreateShaderModuleFails) {
LoseForTesting();
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
})"));
}
@ -450,7 +450,7 @@ TEST_P(DeviceLostTest, DeviceLostDoesntCallUncapturedError) {
// before the callback of Create*PipelineAsync() is called.
TEST_P(DeviceLostTest, DeviceLostBeforeCreatePipelineAsyncCallback) {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
wgpu::ComputePipelineDescriptor descriptor;

View File

@ -28,13 +28,13 @@ class DrawIndexedIndirectTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
@ -143,7 +143,7 @@ TEST_P(DrawIndexedIndirectTest, BaseVertex) {
DAWN_TEST_UNSUPPORTED_IF(IsOpenGL());
DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES());
// TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]]
// TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because @builtin(vertex_index)
// doesn't take into account BaseVertex, which breaks programmable vertex pulling.
DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel());
@ -172,7 +172,7 @@ TEST_P(DrawIndexedIndirectTest, IndirectOffset) {
// TODO(crbug.com/dawn/789): Test is failing after a roll on SwANGLE on Windows only.
DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
// TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because [[builtin(vertex_index)]]
// TODO(crbug.com/dawn/966): Fails on Metal Intel, likely because @builtin(vertex_index)
// doesn't take into account BaseVertex, which breaks programmable vertex pulling.
DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel());
@ -601,9 +601,9 @@ TEST_P(DrawIndexedIndirectTest, ValidateReusedBundleWithChangingParams) {
instanceCount: u32;
firstIndex: u32;
};
[[group(0), binding(0)]] var<uniform> input: Input;
[[group(0), binding(1)]] var<storage, write> params: Params;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var<uniform> input: Input;
@group(0) @binding(1) var<storage, write> params: Params;
@stage(compute) @workgroup_size(1) fn main() {
params.indexCount = 3u;
params.instanceCount = 1u;
params.firstIndex = input.firstIndex;

View File

@ -27,13 +27,13 @@ class DrawIndexedTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -27,13 +27,13 @@ class DrawIndirectTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -27,13 +27,13 @@ class DrawTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -102,8 +102,8 @@ class DynamicBufferOffsetTests : public DawnTest {
wgpu::RenderPipeline CreateRenderPipeline(bool isInheritedPipeline = false) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 0.0),
vec2<f32>(-1.0, 1.0),
@ -119,21 +119,21 @@ class DynamicBufferOffsetTests : public DawnTest {
value : vec2<u32>;
};
[[group(0), binding(0)]] var<uniform> uBufferNotDynamic : Buf;
[[group(0), binding(1)]] var<storage, read_write> sBufferNotDynamic : Buf;
[[group(0), binding(3)]] var<uniform> uBuffer : Buf;
[[group(0), binding(4)]] var<storage, read_write> sBuffer : Buf;
@group(0) @binding(0) var<uniform> uBufferNotDynamic : Buf;
@group(0) @binding(1) var<storage, read_write> sBufferNotDynamic : Buf;
@group(0) @binding(3) var<uniform> uBuffer : Buf;
@group(0) @binding(4) var<storage, read_write> sBuffer : Buf;
)";
if (isInheritedPipeline) {
fs << R"(
[[group(1), binding(0)]] var<uniform> paddingBlock : Buf;
@group(1) @binding(0) var<uniform> paddingBlock : Buf;
)";
}
fs << "let multipleNumber : u32 = " << multipleNumber << "u;\n";
fs << R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + uBufferNotDynamic.value.xy);
return vec4<f32>(f32(uBuffer.value.x) / 255.0, f32(uBuffer.value.y) / 255.0,
@ -169,21 +169,21 @@ class DynamicBufferOffsetTests : public DawnTest {
value : vec2<u32>;
};
[[group(0), binding(0)]] var<uniform> uBufferNotDynamic : Buf;
[[group(0), binding(1)]] var<storage, read_write> sBufferNotDynamic : Buf;
[[group(0), binding(3)]] var<uniform> uBuffer : Buf;
[[group(0), binding(4)]] var<storage, read_write> sBuffer : Buf;
@group(0) @binding(0) var<uniform> uBufferNotDynamic : Buf;
@group(0) @binding(1) var<storage, read_write> sBufferNotDynamic : Buf;
@group(0) @binding(3) var<uniform> uBuffer : Buf;
@group(0) @binding(4) var<storage, read_write> sBuffer : Buf;
)";
if (isInheritedPipeline) {
cs << R"(
[[group(1), binding(0)]] var<uniform> paddingBlock : Buf;
@group(1) @binding(0) var<uniform> paddingBlock : Buf;
)";
}
cs << "let multipleNumber : u32 = " << multipleNumber << "u;\n";
cs << R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
sBufferNotDynamic.value = uBufferNotDynamic.value.xy;
sBuffer.value = vec2<u32>(multipleNumber, multipleNumber) * (uBuffer.value.xy + uBufferNotDynamic.value.xy);
}
@ -456,7 +456,7 @@ TEST_P(ClampedOOBDynamicBufferOffsetTests, CheckOOBAccess) {
struct Src {
values : array<vec4<u32>, kArrayLength>;
};
[[group(0), binding(0)]] var<uniform> src : Src;
@group(0) @binding(0) var<uniform> src : Src;
)";
break;
case wgpu::BufferUsage::Storage:
@ -464,7 +464,7 @@ TEST_P(ClampedOOBDynamicBufferOffsetTests, CheckOOBAccess) {
struct Src {
values : array<vec4<u32>>;
};
[[group(0), binding(0)]] var<storage, read> src : Src;
@group(0) @binding(0) var<storage, read> src : Src;
)";
break;
default:
@ -475,10 +475,10 @@ TEST_P(ClampedOOBDynamicBufferOffsetTests, CheckOOBAccess) {
struct Dst {
values : array<vec4<u32>>;
};
[[group(0), binding(1)]] var<storage, read_write> dst : Dst;
@group(0) @binding(1) var<storage, read_write> dst : Dst;
)";
shader << R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
for (var i: u32 = 0u; i < kArrayLength; i = i + 1u) {
dst.values[i + kWriteOffset] = src.values[i + kReadOffset];
}

View File

@ -24,11 +24,11 @@ TEST_P(EntryPointTests, FragAndVertexSameModule) {
// TODO(crbug.com/dawn/658): Crashes on bots
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
@ -81,14 +81,14 @@ TEST_P(EntryPointTests, TwoComputeInModule) {
struct Data {
data : u32;
};
[[binding(0), group(0)]] var<storage, read_write> data : Data;
@binding(0) @group(0) var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn write1() {
@stage(compute) @workgroup_size(1) fn write1() {
data.data = 1u;
return;
}
[[stage(compute), workgroup_size(1)]] fn write42() {
@stage(compute) @workgroup_size(1) fn write42() {
data.data = 42u;
return;
}

View File

@ -63,7 +63,7 @@ TEST_P(ExternalTextureTests, CreateExternalTextureSuccess) {
TEST_P(ExternalTextureTests, SampleExternalTexture) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
vec4<f32>(-1.0, 1.0, 0.0, 1.0),
vec4<f32>(-1.0, -1.0, 0.0, 1.0),
@ -73,11 +73,11 @@ TEST_P(ExternalTextureTests, SampleExternalTexture) {
})");
const wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var s : sampler;
[[group(0), binding(1)]] var t : texture_external;
@group(0) @binding(0) var s : sampler;
@group(0) @binding(1) var t : texture_external;
[[stage(fragment)]] fn main([[builtin(position)]] FragCoord : vec4<f32>)
-> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(@builtin(position) FragCoord : vec4<f32>)
-> @location(0) vec4<f32> {
return textureSampleLevel(t, s, FragCoord.xy / vec2<f32>(4.0, 4.0));
})");

View File

@ -92,23 +92,23 @@ void FirstIndexOffsetTests::TestImpl(DrawMode mode,
std::stringstream fragmentInputs;
std::stringstream fragmentBody;
vertexInputs << " [[location(0)]] position : vec4<f32>;\n";
vertexOutputs << " [[builtin(position)]] position : vec4<f32>;\n";
vertexInputs << " @location(0) position : vec4<f32>;\n";
vertexOutputs << " @builtin(position) position : vec4<f32>;\n";
if ((checkIndex & CheckIndex::Vertex) != 0) {
vertexInputs << " [[builtin(vertex_index)]] vertex_index : u32;\n";
vertexOutputs << " [[location(1), interpolate(flat)]] vertex_index : u32;\n";
vertexInputs << " @builtin(vertex_index) vertex_index : u32;\n";
vertexOutputs << " @location(1) @interpolate(flat) vertex_index : u32;\n";
vertexBody << " output.vertex_index = input.vertex_index;\n";
fragmentInputs << " [[location(1), interpolate(flat)]] vertex_index : u32;\n";
fragmentInputs << " @location(1) @interpolate(flat) vertex_index : u32;\n";
fragmentBody << " _ = atomicMin(&idx_vals.vertex_index, input.vertex_index);\n";
}
if ((checkIndex & CheckIndex::Instance) != 0) {
vertexInputs << " [[builtin(instance_index)]] instance_index : u32;\n";
vertexOutputs << " [[location(2), interpolate(flat)]] instance_index : u32;\n";
vertexInputs << " @builtin(instance_index) instance_index : u32;\n";
vertexOutputs << " @location(2) @interpolate(flat) instance_index : u32;\n";
vertexBody << " output.instance_index = input.instance_index;\n";
fragmentInputs << " [[location(2), interpolate(flat)]] instance_index : u32;\n";
fragmentInputs << " @location(2) @interpolate(flat) instance_index : u32;\n";
fragmentBody << " _ = atomicMin(&idx_vals.instance_index, input.instance_index);\n";
}
@ -119,7 +119,7 @@ struct VertexInputs {
struct VertexOutputs {
)" + vertexOutputs.str() + R"(
};
[[stage(vertex)]] fn main(input : VertexInputs) -> VertexOutputs {
@stage(vertex) fn main(input : VertexInputs) -> VertexOutputs {
var output : VertexOutputs;
)" + vertexBody.str() + R"(
output.position = input.position;
@ -131,12 +131,12 @@ struct IndexVals {
vertex_index : atomic<u32>;
instance_index : atomic<u32>;
};
[[group(0), binding(0)]] var<storage, read_write> idx_vals : IndexVals;
@group(0) @binding(0) var<storage, read_write> idx_vals : IndexVals;
struct FragInputs {
)" + fragmentInputs.str() + R"(
};
[[stage(fragment)]] fn main(input : FragInputs) {
@stage(fragment) fn main(input : FragInputs) {
)" + fragmentBody.str() + R"(
})";
@ -165,31 +165,37 @@ struct FragInputs {
wgpu::Buffer indices =
utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Index, {0});
const uint32_t bufferInitialVertex = checkIndex & CheckIndex::Vertex ? std::numeric_limits<uint32_t>::max() : 0;
const uint32_t bufferInitialInstance = checkIndex & CheckIndex::Instance ? std::numeric_limits<uint32_t>::max() : 0;
wgpu::Buffer buffer = utils::CreateBufferFromData(
device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage, {bufferInitialVertex, bufferInitialInstance});
const uint32_t bufferInitialVertex =
checkIndex & CheckIndex::Vertex ? std::numeric_limits<uint32_t>::max() : 0;
const uint32_t bufferInitialInstance =
checkIndex & CheckIndex::Instance ? std::numeric_limits<uint32_t>::max() : 0;
wgpu::Buffer buffer =
utils::CreateBufferFromData(device, wgpu::BufferUsage::CopySrc | wgpu::BufferUsage::Storage,
{bufferInitialVertex, bufferInitialInstance});
wgpu::Buffer indirectBuffer;
switch (mode) {
case DrawMode::NonIndexed:
case DrawMode::Indexed:
break;
case DrawMode::NonIndexedIndirect:
// With DrawIndirect firstInstance is reserved and must be 0 according to spec.
ASSERT_EQ(firstInstance, 0u);
indirectBuffer = utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, {1, 1, firstVertex, firstInstance});
break;
case DrawMode::IndexedIndirect:
// With DrawIndexedIndirect firstInstance is reserved and must be 0 according to spec.
ASSERT_EQ(firstInstance, 0u);
indirectBuffer = utils::CreateBufferFromData<uint32_t>(device, wgpu::BufferUsage::Indirect, {1, 1, 0, firstVertex, firstInstance});
break;
default:
FAIL();
case DrawMode::NonIndexed:
case DrawMode::Indexed:
break;
case DrawMode::NonIndexedIndirect:
// With DrawIndirect firstInstance is reserved and must be 0 according to spec.
ASSERT_EQ(firstInstance, 0u);
indirectBuffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Indirect, {1, 1, firstVertex, firstInstance});
break;
case DrawMode::IndexedIndirect:
// With DrawIndexedIndirect firstInstance is reserved and must be 0 according to spec.
ASSERT_EQ(firstInstance, 0u);
indirectBuffer = utils::CreateBufferFromData<uint32_t>(
device, wgpu::BufferUsage::Indirect, {1, 1, 0, firstVertex, firstInstance});
break;
default:
FAIL();
}
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
@ -200,22 +206,22 @@ struct FragInputs {
// We should only see the values from the second draw.
pass.Draw(1, 1, firstVertex + 1, firstInstance + 1);
switch (mode) {
case DrawMode::NonIndexed:
pass.Draw(1, 1, firstVertex, firstInstance);
break;
case DrawMode::Indexed:
pass.SetIndexBuffer(indices, wgpu::IndexFormat::Uint32);
pass.DrawIndexed(1, 1, 0, firstVertex, firstInstance);
break;
case DrawMode::NonIndexedIndirect:
pass.DrawIndirect(indirectBuffer, 0);
break;
case DrawMode::IndexedIndirect:
pass.SetIndexBuffer(indices, wgpu::IndexFormat::Uint32);
pass.DrawIndexedIndirect(indirectBuffer, 0);
break;
default:
FAIL();
case DrawMode::NonIndexed:
pass.Draw(1, 1, firstVertex, firstInstance);
break;
case DrawMode::Indexed:
pass.SetIndexBuffer(indices, wgpu::IndexFormat::Uint32);
pass.DrawIndexed(1, 1, 0, firstVertex, firstInstance);
break;
case DrawMode::NonIndexedIndirect:
pass.DrawIndirect(indirectBuffer, 0);
break;
case DrawMode::IndexedIndirect:
pass.SetIndexBuffer(indices, wgpu::IndexFormat::Uint32);
pass.DrawIndexedIndirect(indirectBuffer, 0);
break;
default:
FAIL();
}
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();

View File

@ -39,8 +39,8 @@ class GpuMemorySyncTests : public DawnTest {
struct Data {
a : i32;
};
[[group(0), binding(0)]] var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var<storage, read_write> data : Data;
@stage(compute) @workgroup_size(1) fn main() {
data.a = data.a + 1;
})");
@ -58,7 +58,7 @@ class GpuMemorySyncTests : public DawnTest {
const wgpu::Buffer& buffer,
wgpu::TextureFormat colorFormat) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
@ -66,8 +66,8 @@ class GpuMemorySyncTests : public DawnTest {
struct Data {
i : i32;
};
[[group(0), binding(0)]] var<storage, read_write> data : Data;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@group(0) @binding(0) var<storage, read_write> data : Data;
@stage(fragment) fn main() -> @location(0) vec4<f32> {
data.i = data.i + 1;
return vec4<f32>(f32(data.i) / 255.0, 0.0, 0.0, 1.0);
})");
@ -231,8 +231,8 @@ class StorageToUniformSyncTests : public DawnTest {
struct Data {
a : f32;
};
[[group(0), binding(0)]] var<storage, read_write> data : Data;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var<storage, read_write> data : Data;
@stage(compute) @workgroup_size(1) fn main() {
data.a = 1.0;
})");
@ -249,7 +249,7 @@ class StorageToUniformSyncTests : public DawnTest {
std::tuple<wgpu::RenderPipeline, wgpu::BindGroup> CreatePipelineAndBindGroupForRender(
wgpu::TextureFormat colorFormat) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
@ -257,9 +257,9 @@ class StorageToUniformSyncTests : public DawnTest {
struct Contents {
color : f32;
};
[[group(0), binding(0)]] var<uniform> contents : Contents;
@group(0) @binding(0) var<uniform> contents : Contents;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(contents.color, 0.0, 0.0, 1.0);
})");
@ -416,20 +416,20 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
struct VBContents {
pos : array<vec4<f32>, 4>;
};
[[group(0), binding(0)]] var<storage, read_write> vbContents : VBContents;
@group(0) @binding(0) var<storage, read_write> vbContents : VBContents;
struct IBContents {
indices : array<vec4<i32>, 2>;
};
[[group(0), binding(1)]] var<storage, read_write> ibContents : IBContents;
@group(0) @binding(1) var<storage, read_write> ibContents : IBContents;
struct ColorContents {
color : f32;
};
[[group(0), binding(2)]] var<storage, read_write> uniformContents : ColorContents;
[[group(0), binding(3)]] var<storage, read_write> storageContents : ColorContents;
@group(0) @binding(2) var<storage, read_write> uniformContents : ColorContents;
@group(0) @binding(3) var<storage, read_write> storageContents : ColorContents;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
vbContents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
vbContents.pos[1] = vec4<f32>(1.0, 1.0, 0.0, 1.0);
vbContents.pos[2] = vec4<f32>(1.0, -1.0, 0.0, 1.0);
@ -470,8 +470,8 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
// Create pipeline, bind group, and reuse buffers in render pass.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
@ -480,10 +480,10 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
color : f32;
};
[[group(0), binding(0)]] var<uniform> uniformBuffer : Buf;
[[group(0), binding(1)]] var<storage, read> storageBuffer : Buf;
@group(0) @binding(0) var<uniform> uniformBuffer : Buf;
@group(0) @binding(1) var<storage, read> storageBuffer : Buf;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
})");
@ -536,15 +536,15 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
// Create pipeline, bind group, and a complex buffer for compute pass.
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
struct Contents {
[[align(256)]] pos : array<vec4<f32>, 4>;
[[align(256)]] indices : array<vec4<i32>, 2>;
[[align(256)]] color0 : f32;
[[align(256)]] color1 : f32;
@align(256) pos : array<vec4<f32>, 4>;
@align(256) indices : array<vec4<i32>, 2>;
@align(256) color0 : f32;
@align(256) color1 : f32;
};
[[group(0), binding(0)]] var<storage, read_write> contents : Contents;
@group(0) @binding(0) var<storage, read_write> contents : Contents;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
contents.pos[0] = vec4<f32>(-1.0, 1.0, 0.0, 1.0);
contents.pos[1] = vec4<f32>(1.0, 1.0, 0.0, 1.0);
contents.pos[2] = vec4<f32>(1.0, -1.0, 0.0, 1.0);
@ -587,8 +587,8 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
// Create pipeline, bind group, and reuse the buffer in render pass.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
@ -596,10 +596,10 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
struct Buf {
color : f32;
};
[[group(0), binding(0)]] var<uniform> uniformBuffer : Buf;
[[group(0), binding(1)]] var<storage, read> storageBuffer : Buf;
@group(0) @binding(0) var<uniform> uniformBuffer : Buf;
@group(0) @binding(1) var<storage, read> storageBuffer : Buf;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(uniformBuffer.color, storageBuffer.color, 0.0, 1.0);
})");

View File

@ -249,12 +249,12 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
{
wgpu::ShaderModule vs = utils::CreateShaderModule(device, R"(
struct VertexOut {
[[location(0)]] texCoord : vec2<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) texCoord : vec2<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-2.0, -2.0),
vec2<f32>(-2.0, 2.0),
@ -278,11 +278,11 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
}
)");
wgpu::ShaderModule fs = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, texCoord);
}
)");

View File

@ -30,15 +30,16 @@ class IndexFormatTest : public DawnTest {
utils::BasicRenderPass renderPass;
wgpu::RenderPipeline MakeTestPipeline(wgpu::IndexFormat format,
wgpu::RenderPipeline MakeTestPipeline(
wgpu::IndexFormat format,
wgpu::PrimitiveTopology primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct VertexIn {
[[location(0)]] pos : vec4<f32>;
[[builtin(vertex_index)]] idx : u32;
@location(0) pos : vec4<f32>;
@builtin(vertex_index) idx : u32;
};
[[stage(vertex)]] fn main(input : VertexIn) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(input : VertexIn) -> @builtin(position) vec4<f32> {
// 0xFFFFFFFE is a designated invalid index used by some tests.
if (input.idx == 0xFFFFFFFEu) {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
@ -47,7 +48,7 @@ class IndexFormatTest : public DawnTest {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -38,19 +38,19 @@ TEST_P(MaxLimitTests, MaxComputeWorkgroupStorageSize) {
value1 : u32;
};
[[group(0), binding(0)]] var<storage, write> dst : Dst;
@group(0) @binding(0) var<storage, write> dst : Dst;
struct WGData {
value0 : u32;
// padding such that value0 and value1 are the first and last bytes of the memory.
[[size()" + std::to_string(maxComputeWorkgroupStorageSize / 4 - 2) +
R"()]] padding : u32;
@size()" + std::to_string(maxComputeWorkgroupStorageSize / 4 - 2) +
R"() padding : u32;
value1 : u32;
};
var<workgroup> wg_data : WGData;
[[stage(compute), workgroup_size(2,1,1)]]
fn main([[builtin(local_invocation_index)]] LocalInvocationIndex : u32) {
@stage(compute) @workgroup_size(2,1,1)
fn main(@builtin(local_invocation_index) LocalInvocationIndex : u32) {
if (LocalInvocationIndex == 0u) {
// Put data into the first and last byte of workgroup memory.
wg_data.value0 = 79u;
@ -138,10 +138,10 @@ TEST_P(MaxLimitTests, MaxBufferBindingSize) {
value1 : u32;
};
[[group(0), binding(0)]] var<storage, read> buf : Buf;
[[group(0), binding(1)]] var<storage, write> result : Result;
@group(0) @binding(0) var<storage, read> buf : Buf;
@group(0) @binding(1) var<storage, write> result : Result;
[[stage(compute), workgroup_size(1,1,1)]]
@stage(compute) @workgroup_size(1,1,1)
fn main() {
result.value0 = buf.values[0];
result.value1 = buf.values[arrayLength(&buf.values) - 1u];
@ -151,7 +151,7 @@ TEST_P(MaxLimitTests, MaxBufferBindingSize) {
case wgpu::BufferUsage::Uniform:
maxBufferBindingSize = GetSupportedLimits().limits.maxUniformBufferBindingSize;
// Clamp to not exceed the maximum i32 value for the WGSL [[size(x)]] annotation.
// Clamp to not exceed the maximum i32 value for the WGSL @size(x) annotation.
maxBufferBindingSize = std::min(maxBufferBindingSize,
uint64_t(std::numeric_limits<int32_t>::max()) + 8);
@ -159,8 +159,8 @@ TEST_P(MaxLimitTests, MaxBufferBindingSize) {
struct Buf {
value0 : u32;
// padding such that value0 and value1 are the first and last bytes of the memory.
[[size()" +
std::to_string(maxBufferBindingSize - 8) + R"()]] padding : u32;
@size()" +
std::to_string(maxBufferBindingSize - 8) + R"() padding : u32;
value1 : u32;
};
@ -169,10 +169,10 @@ TEST_P(MaxLimitTests, MaxBufferBindingSize) {
value1 : u32;
};
[[group(0), binding(0)]] var<uniform> buf : Buf;
[[group(0), binding(1)]] var<storage, write> result : Result;
@group(0) @binding(0) var<uniform> buf : Buf;
@group(0) @binding(1) var<storage, write> result : Result;
[[stage(compute), workgroup_size(1,1,1)]]
@stage(compute) @workgroup_size(1,1,1)
fn main() {
result.value0 = buf.value0;
result.value1 = buf.value1;

View File

@ -49,14 +49,14 @@ class MultisampledRenderingTest : public DawnTest {
color : vec4<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> uBuffer : U;
@group(0) @binding(0) var<uniform> uBuffer : U;
struct FragmentOut {
[[location(0)]] color : vec4<f32>;
[[builtin(frag_depth)]] depth : f32;
@location(0) color : vec4<f32>;
@builtin(frag_depth) depth : f32;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.color = uBuffer.color;
output.depth = uBuffer.depth;
@ -67,9 +67,9 @@ class MultisampledRenderingTest : public DawnTest {
struct U {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uBuffer : U;
@group(0) @binding(0) var<uniform> uBuffer : U;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return uBuffer.color;
})";
@ -87,14 +87,14 @@ class MultisampledRenderingTest : public DawnTest {
color0 : vec4<f32>;
color1 : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uBuffer : U;
@group(0) @binding(0) var<uniform> uBuffer : U;
struct FragmentOut {
[[location(0)]] color0 : vec4<f32>;
[[location(1)]] color1 : vec4<f32>;
@location(0) color0 : vec4<f32>;
@location(1) color1 : vec4<f32>;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.color0 = uBuffer.color0;
output.color1 = uBuffer.color1;
@ -223,8 +223,8 @@ class MultisampledRenderingTest : public DawnTest {
// Draw a bottom-right triangle. In standard 4xMSAA pattern, for the pixels on diagonal,
// only two of the samples will be touched.
const char* vs = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -235,8 +235,8 @@ class MultisampledRenderingTest : public DawnTest {
// Draw a bottom-left triangle.
const char* vsFlipped = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -780,14 +780,14 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOut
struct U {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uBuffer : U;
@group(0) @binding(0) var<uniform> uBuffer : U;
struct FragmentOut {
[[location(0)]] color : vec4<f32>;
[[builtin(sample_mask)]] sampleMask : u32;
@location(0) color : vec4<f32>;
@builtin(sample_mask) sampleMask : u32;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.color = uBuffer.color;
output.sampleMask = 6u;
@ -842,15 +842,15 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithShaderOut
color0 : vec4<f32>;
color1 : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uBuffer : U;
@group(0) @binding(0) var<uniform> uBuffer : U;
struct FragmentOut {
[[location(0)]] color0 : vec4<f32>;
[[location(1)]] color1 : vec4<f32>;
[[builtin(sample_mask)]] sampleMask : u32;
@location(0) color0 : vec4<f32>;
@location(1) color1 : vec4<f32>;
@builtin(sample_mask) sampleMask : u32;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.color0 = uBuffer.color0;
output.color1 = uBuffer.color1;

View File

@ -57,18 +57,18 @@ class MultisampledSamplingTest : public DawnTest {
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec2<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec2<f32>) -> @builtin(position) vec4<f32> {
return vec4<f32>(pos, 0.0, 1.0);
})");
desc.cFragment.module = utils::CreateShaderModule(device, R"(
struct FragmentOut {
[[location(0)]] color : f32;
[[builtin(frag_depth)]] depth : f32;
@location(0) color : f32;
@builtin(frag_depth) depth : f32;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var output : FragmentOut;
output.color = 1.0;
output.depth = 0.7;
@ -96,16 +96,16 @@ class MultisampledSamplingTest : public DawnTest {
wgpu::ComputePipelineDescriptor desc = {};
desc.compute.entryPoint = "main";
desc.compute.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var texture0 : texture_multisampled_2d<f32>;
[[group(0), binding(1)]] var texture1 : texture_depth_multisampled_2d;
@group(0) @binding(0) var texture0 : texture_multisampled_2d<f32>;
@group(0) @binding(1) var texture1 : texture_depth_multisampled_2d;
struct Results {
colorSamples : array<f32, 4>;
depthSamples : array<f32, 4>;
};
[[group(0), binding(2)]] var<storage, read_write> results : Results;
@group(0) @binding(2) var<storage, read_write> results : Results;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
for (var i : i32 = 0; i < 4; i = i + 1) {
results.colorSamples[i] = textureLoad(texture0, vec2<i32>(0, 0), i).x;
results.depthSamples[i] = textureLoad(texture1, vec2<i32>(0, 0), i);

View File

@ -104,15 +104,15 @@ TEST_P(ObjectCachingTest, PipelineLayoutDeduplication) {
// Test that ShaderModules are correctly deduplicated.
TEST_P(ObjectCachingTest, ShaderModuleDeduplication) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
wgpu::ShaderModule sameModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
wgpu::ShaderModule otherModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
@ -124,16 +124,16 @@ TEST_P(ObjectCachingTest, ShaderModuleDeduplication) {
TEST_P(ObjectCachingTest, ComputePipelineDeduplicationOnShaderModule) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
var<workgroup> i : u32;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
i = 0u;
})");
wgpu::ShaderModule sameModule = utils::CreateShaderModule(device, R"(
var<workgroup> i : u32;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
i = 0u;
})");
wgpu::ShaderModule otherModule = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
EXPECT_NE(module.Get(), otherModule.Get());
@ -176,7 +176,7 @@ TEST_P(ObjectCachingTest, ComputePipelineDeduplicationOnLayout) {
desc.compute.entryPoint = "main";
desc.compute.module = utils::CreateShaderModule(device, R"(
var<workgroup> i : u32;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
i = 0u;
})");
@ -210,11 +210,11 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnLayout) {
utils::ComboRenderPipelineDescriptor desc;
desc.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
desc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
desc.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
desc.layout = pl;
@ -233,15 +233,15 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnLayout) {
// Test that RenderPipelines are correctly deduplicated wrt. their vertex module
TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnVertexModule) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
wgpu::ShaderModule sameModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
wgpu::ShaderModule otherModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
})");
@ -251,7 +251,7 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnVertexModule) {
utils::ComboRenderPipelineDescriptor desc;
desc.cTargets[0].writeMask = wgpu::ColorWriteMask::None;
desc.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
desc.vertex.module = module;
@ -270,13 +270,13 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnVertexModule) {
// Test that RenderPipelines are correctly deduplicated wrt. their fragment module
TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnFragmentModule) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
wgpu::ShaderModule sameModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
wgpu::ShaderModule otherModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
@ -285,7 +285,7 @@ TEST_P(ObjectCachingTest, RenderPipelineDeduplicationOnFragmentModule) {
utils::ComboRenderPipelineDescriptor desc;
desc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");

View File

@ -54,14 +54,14 @@ class OpArrayLengthTest : public DawnTest {
// 0.
mShaderInterface = R"(
struct DataBuffer {
data : [[stride(4)]] array<f32>;
data : @stride(4) array<f32>;
};
// The length should be 1 because the buffer is 4-byte long.
[[group(0), binding(0)]] var<storage, read> buffer1 : DataBuffer;
@group(0) @binding(0) var<storage, read> buffer1 : DataBuffer;
// The length should be 64 because the buffer is 256 bytes long.
[[group(0), binding(1)]] var<storage, read> buffer2 : DataBuffer;
@group(0) @binding(1) var<storage, read> buffer2 : DataBuffer;
// The length should be (512 - 16*4) / 8 = 56 because the buffer is 512 bytes long
// and the structure is 8 bytes big.
@ -71,10 +71,10 @@ class OpArrayLengthTest : public DawnTest {
};
struct Buffer3 {
[[size(64)]] garbage : mat4x4<f32>;
data : [[stride(8)]] array<Buffer3Data>;
@size(64) garbage : mat4x4<f32>;
data : @stride(8) array<Buffer3Data>;
};
[[group(0), binding(2)]] var<storage, read> buffer3 : Buffer3;
@group(0) @binding(2) var<storage, read> buffer3 : Buffer3;
)";
// See comments in the shader for an explanation of these values
@ -121,11 +121,11 @@ TEST_P(OpArrayLengthTest, Compute) {
pipelineDesc.compute.entryPoint = "main";
pipelineDesc.compute.module = utils::CreateShaderModule(device, (R"(
struct ResultBuffer {
data : [[stride(4)]] array<u32, 3>;
data : @stride(4) array<u32, 3>;
};
[[group(1), binding(0)]] var<storage, read_write> result : ResultBuffer;
@group(1) @binding(0) var<storage, read_write> result : ResultBuffer;
)" + mShaderInterface + R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
result.data[0] = arrayLength(&buffer1.data);
result.data[1] = arrayLength(&buffer2.data);
result.data[2] = arrayLength(&buffer3.data);
@ -159,12 +159,12 @@ TEST_P(OpArrayLengthTest, Fragment) {
// Create the pipeline that computes the length of the buffers and writes it to the only render
// pass pixel.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, (mShaderInterface + R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
var fragColor : vec4<f32>;
fragColor.r = f32(arrayLength(&buffer1.data)) / 255.0;
fragColor.g = f32(arrayLength(&buffer2.data)) / 255.0;
@ -212,11 +212,11 @@ TEST_P(OpArrayLengthTest, Vertex) {
// pass pixel.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, (mShaderInterface + R"(
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main() -> VertexOut {
@stage(vertex) fn main() -> VertexOut {
var output : VertexOut;
output.color.r = f32(arrayLength(&buffer1.data)) / 255.0;
output.color.g = f32(arrayLength(&buffer2.data)) / 255.0;
@ -229,8 +229,8 @@ TEST_P(OpArrayLengthTest, Vertex) {
.c_str());
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
})");

View File

@ -49,9 +49,9 @@ class DepthClampingTest : public DawnTest {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
@group(0) @binding(0) var<uniform> ubo : UBO;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, ubo.depth, 1.0);
})");
@ -60,9 +60,9 @@ class DepthClampingTest : public DawnTest {
color : vec3<f32>;
depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
@group(0) @binding(0) var<uniform> ubo : UBO;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(ubo.color, 1.0);
})");
}
@ -122,8 +122,8 @@ class DepthClampingTest : public DawnTest {
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
// Create a bind group for the data
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
wgpu::BindGroup bindGroup =
utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), {{0, buffer}});
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
@ -134,7 +134,7 @@ class DepthClampingTest : public DawnTest {
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed";
EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, 0, 0) << "Pixel check failed";
}
wgpu::Texture renderTarget;
@ -154,16 +154,16 @@ TEST_P(DepthClampingTest, ClampOnBeyondFarPlane) {
{
// Draw a red triangle at depth 1.
{
nullptr, /* depthClampingState */
nullptr, /* depthClampingState */
RGBA8(255, 0, 0, 255), /* color */
1.f, /* depth */
1.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw a green triangle at depth 2 which should get clamped to 1.
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
2.f, /* depth */
wgpu::CompareFunction::Equal,
},
},
@ -181,16 +181,16 @@ TEST_P(DepthClampingTest, ClampOnBeyondNearPlane) {
{
// Draw a red triangle at depth 0.
{
nullptr, /* depthClampingState */
nullptr, /* depthClampingState */
RGBA8(255, 0, 0, 255), /* color */
0.f, /* depth */
0.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw a green triangle at depth -1 which should get clamped to 0.
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
-1.f, /* depth */
wgpu::CompareFunction::Equal,
},
},
@ -209,14 +209,13 @@ TEST_P(DepthClampingTest, ClampOnInsideViewFrustum) {
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
0.5f, /* depth */
0.5f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 255, 0, 255));
}
// Test that fragments outside the view frustum are clipped if depth clamping is disabled.
TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) {
wgpu::PrimitiveDepthClampingState clampingState;
@ -227,13 +226,13 @@ TEST_P(DepthClampingTest, ClampOffOutsideViewFrustum) {
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
-1.f, /* depth */
wgpu::CompareFunction::Always,
},
},
@ -245,15 +244,15 @@ TEST_P(DepthClampingTest, ClampUnspecifiedOutsideViewFrustum) {
DoTest(
{
{
nullptr, /* depthClampingState */
nullptr, /* depthClampingState */
RGBA8(0, 255, 0, 255), /* color */
-1.f, /* depth */
-1.f, /* depth */
wgpu::CompareFunction::Always,
},
{
nullptr, /* depthClampingState */
nullptr, /* depthClampingState */
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
},
@ -275,18 +274,18 @@ TEST_P(DepthClampingTest, MultipleRenderPipelines) {
{
&clampingState,
RGBA8(0, 255, 0, 255), /* color */
2.f, /* depth */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
// Draw red with clipping
{
&clippingState,
RGBA8(255, 0, 0, 255), /* color */
2.f, /* depth */
2.f, /* depth */
wgpu::CompareFunction::Always,
},
},
RGBA8(0, 255, 0, 255)); // Result should be green
RGBA8(0, 255, 0, 255)); // Result should be green
}
DAWN_INSTANTIATE_TEST(DepthClampingTest,

View File

@ -154,13 +154,13 @@ class PrimitiveTopologyTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -78,8 +78,8 @@ class OcclusionQueryTests : public QueryTests {
// Create basic render pipeline
vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0),
@ -88,7 +88,7 @@ class OcclusionQueryTests : public QueryTests {
})");
fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -72,8 +72,8 @@ class ReadOnlyDepthStencilAttachmentTests
// and pass the depth test, and sample from the depth buffer in fragment shader in the same
// pipeline.
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec3<f32>, 6>(
vec3<f32>(-1.0, 1.0, 0.4),
vec3<f32>(-1.0, -1.0, 0.0),
@ -87,27 +87,27 @@ class ReadOnlyDepthStencilAttachmentTests
if (!sampleFromAttachment) {
// Draw a solid blue into color buffer if not sample from depth/stencil attachment.
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 1.0, 0.0);
})");
} else {
// Sample from depth/stencil attachment and draw that sampled texel into color buffer.
if (aspect == wgpu::TextureAspect::DepthOnly) {
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_depth_2d;
@group(0) @binding(0) var samp : sampler;
@group(0) @binding(1) var tex : texture_depth_2d;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return vec4<f32>(textureSample(tex, samp, FragCoord.xy), 0.0, 0.0, 0.0);
})");
} else {
ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var tex : texture_2d<u32>;
@group(0) @binding(0) var tex : texture_2d<u32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
var texel = textureLoad(tex, vec2<i32>(FragCoord.xy), 0);
return vec4<f32>(f32(texel[0]) / 255.0, 0.0, 0.0, 0.0);
})");

View File

@ -23,20 +23,20 @@ class RenderAttachmentTest : public DawnTest {};
// There should be no backend validation errors or indexing out-of-bounds.
TEST_P(RenderAttachmentTest, MoreFragmentOutputsThanAttachments) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
struct Output {
[[location(0)]] color0 : vec4<f32>;
[[location(1)]] color1 : vec4<f32>;
[[location(2)]] color2 : vec4<f32>;
[[location(3)]] color3 : vec4<f32>;
@location(0) color0 : vec4<f32>;
@location(1) color1 : vec4<f32>;
@location(2) color2 : vec4<f32>;
@location(3) color3 : vec4<f32>;
};
[[stage(fragment)]]
@stage(fragment)
fn main() -> Output {
var output : Output;
output.color0 = vec4<f32>(1.0, 0.0, 0.0, 1.0);

View File

@ -32,8 +32,8 @@ class RenderBundleTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
@ -41,9 +41,9 @@ class RenderBundleTest : public DawnTest {
struct Ubo {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> fragmentUniformBuffer : Ubo;
@group(0) @binding(0) var<uniform> fragmentUniformBuffer : Ubo;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return fragmentUniformBuffer.color;
})");

View File

@ -77,8 +77,8 @@ class RenderPassLoadOpTests : public DawnTest {
// draws a blue quad on the right half of the screen
const char* vsSource = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>( 0.0, -1.0),
vec2<f32>( 1.0, -1.0),
@ -91,7 +91,7 @@ class RenderPassLoadOpTests : public DawnTest {
})";
const char* fsSource = R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 1.0, 1.0);
})";
blueQuad = DrawQuad(device, vsSource, fsSource);

View File

@ -27,8 +27,8 @@ class RenderPassTest : public DawnTest {
// Shaders to draw a bottom-left triangle in blue.
mVSModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, -1.0),
@ -38,7 +38,7 @@ class RenderPassTest : public DawnTest {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 1.0, 1.0);
})");
@ -138,7 +138,7 @@ TEST_P(RenderPassTest, NoCorrespondingFragmentShaderOutputs) {
{
// Next we use a pipeline whose fragment shader has no outputs.
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
utils::ComboRenderPipelineDescriptor descriptor;
descriptor.vertex.module = mVSModule;

View File

@ -43,18 +43,18 @@ class SamplerFilterAnisotropicTest : public DawnTest {
};
struct VertexIn {
[[location(0)]] position : vec4<f32>;
[[location(1)]] uv : vec2<f32>;
@location(0) position : vec4<f32>;
@location(1) uv : vec2<f32>;
};
[[group(0), binding(2)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(2) var<uniform> uniforms : Uniforms;
struct VertexOut {
[[location(0)]] uv : vec2<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) uv : vec2<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.uv = input.uv;
@ -63,16 +63,16 @@ class SamplerFilterAnisotropicTest : public DawnTest {
}
)");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d<f32>;
struct FragmentIn {
[[location(0)]] uv: vec2<f32>;
[[builtin(position)]] fragCoord : vec4<f32>;
@location(0) uv: vec2<f32>;
@builtin(position) fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(input : FragmentIn) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, input.uv);
})");

View File

@ -55,8 +55,8 @@ class SamplerTest : public DawnTest {
mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
auto vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-2.0, -2.0),
vec2<f32>(-2.0, 2.0),
@ -68,11 +68,11 @@ class SamplerTest : public DawnTest {
}
)");
auto fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, FragCoord.xy / vec2<f32>(2.0, 2.0));
})");

View File

@ -21,8 +21,8 @@ class ScissorTest : public DawnTest {
protected:
wgpu::RenderPipeline CreateQuadPipeline(wgpu::TextureFormat format) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(-1.0, 1.0),
@ -34,7 +34,7 @@ class ScissorTest : public DawnTest {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -54,9 +54,9 @@ struct Buf {
data : array<u32, 19>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
let factor : f32 = 1.0001;
buf.data[0] = u32(log2(1.0 * factor));
@ -115,8 +115,8 @@ I am an invalid shader and should never pass validation!
// can compile and link successfully.
TEST_P(ShaderTests, WGSLParamIO) {
std::string vertexShader = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -126,8 +126,8 @@ fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] ve
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
[[stage(fragment)]]
fn main([[builtin(position)]] fragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) fragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return vec4<f32>(fragCoord.xy, 0.0, 1.0);
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
@ -143,16 +143,16 @@ fn main([[builtin(position)]] fragCoord : vec4<f32>) -> [[location(0)]] vec4<f32
TEST_P(ShaderTests, WGSLMixedStructParamIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
@location(0) position : vec3<f32>;
@location(1) color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
@ -162,8 +162,8 @@ fn main(input : VertexIn) -> VertexOut {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexShader.c_str());
std::string fragmentShader = R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
@ -186,16 +186,16 @@ fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
TEST_P(ShaderTests, WGSLStructIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
@location(0) position : vec3<f32>;
@location(1) color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
@ -206,12 +206,12 @@ fn main(input : VertexIn) -> VertexOut {
std::string fragmentShader = R"(
struct FragmentIn {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] fragCoord : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(input : FragmentIn) -> @location(0) vec4<f32> {
return input.color * input.fragCoord;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
@ -233,16 +233,16 @@ fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
TEST_P(ShaderTests, WGSLUnsortedStructIO) {
std::string vertexShader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
@location(0) position : vec3<f32>;
@location(1) color : vec4<f32>;
};
struct VertexOut {
[[builtin(position)]] position : vec4<f32>;
[[location(0)]] color : vec4<f32>;
@builtin(position) position : vec4<f32>;
@location(0) color : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
@ -253,12 +253,12 @@ fn main(input : VertexIn) -> VertexOut {
std::string fragmentShader = R"(
struct FragmentIn {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] fragCoord : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) fragCoord : vec4<f32>;
};
[[stage(fragment)]]
fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(input : FragmentIn) -> @location(0) vec4<f32> {
return input.color * input.fragCoord;
})";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, fragmentShader.c_str());
@ -280,16 +280,16 @@ fn main(input : FragmentIn) -> [[location(0)]] vec4<f32> {
TEST_P(ShaderTests, WGSLSharedStructIO) {
std::string shader = R"(
struct VertexIn {
[[location(0)]] position : vec3<f32>;
[[location(1)]] color : vec4<f32>;
@location(0) position : vec3<f32>;
@location(1) color : vec4<f32>;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn vertexMain(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(input.position, 1.0);
@ -297,8 +297,8 @@ fn vertexMain(input : VertexIn) -> VertexOut {
return output;
}
[[stage(fragment)]]
fn fragmentMain(input : VertexOut) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn fragmentMain(input : VertexOut) -> @location(0) vec4<f32> {
return input.color;
})";
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader.c_str());
@ -329,21 +329,21 @@ TEST_P(ShaderTests, FirstIndexOffsetRegisterConflictInHLSLTransforms) {
// Dumped WGSL:
struct Inputs {
[[location(1)]] attrib1 : u32;
@location(1) attrib1 : u32;
// The extra register added to handle base_vertex for vertex_index conflicts with [1]
[[builtin(vertex_index)]] vertexIndex: u32;
@builtin(vertex_index) vertexIndex: u32;
};
// [1] a binding point that conflicts with the regitster
struct S1 { data : array<vec4<u32>, 20>; };
[[group(0), binding(1)]] var<uniform> providedData1 : S1;
@group(0) @binding(1) var<uniform> providedData1 : S1;
[[stage(vertex)]] fn vsMain(input : Inputs) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vsMain(input : Inputs) -> @builtin(position) vec4<f32> {
_ = providedData1.data[input.vertexIndex][0];
return vec4<f32>();
}
[[stage(fragment)]] fn fsMain() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fsMain() -> @location(0) vec4<f32> {
return vec4<f32>();
}
)";
@ -362,17 +362,17 @@ struct S1 { data : array<vec4<u32>, 20>; };
device.CreateRenderPipeline(&rpDesc);
}
// Test that WGSL built-in variable [[sample_index]] can be used in fragment shaders.
// Test that WGSL built-in variable @sample_index can be used in fragment shaders.
TEST_P(ShaderTests, SampleIndex) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main([[builtin(sample_index)]] sampleIndex : u32)
-> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(@builtin(sample_index) sampleIndex : u32)
-> @location(0) vec4<f32> {
return vec4<f32>(f32(sampleIndex), 1.0, 0.0, 1.0);
})");
@ -400,25 +400,25 @@ TEST_P(ShaderTests, OverridableConstants) {
wgpu::Buffer buffer = CreateBuffer(kCount);
std::string shader = R"(
[[override]] let c0: bool; // type: bool
[[override]] let c1: bool = false; // default override
[[override]] let c2: f32; // type: float32
[[override]] let c3: f32 = 0.0; // default override
[[override]] let c4: f32 = 4.0; // default
[[override]] let c5: i32; // type: int32
[[override]] let c6: i32 = 0; // default override
[[override]] let c7: i32 = 7; // default
[[override]] let c8: u32; // type: uint32
[[override]] let c9: u32 = 0u; // default override
[[override]] let c10: u32 = 10u; // default
@override let c0: bool; // type: bool
@override let c1: bool = false; // default override
@override let c2: f32; // type: float32
@override let c3: f32 = 0.0; // default override
@override let c4: f32 = 4.0; // default
@override let c5: i32; // type: int32
@override let c6: i32 = 0; // default override
@override let c7: i32 = 7; // default
@override let c8: u32; // type: uint32
@override let c9: u32 = 0u; // default override
@override let c10: u32 = 10u; // default
struct Buf {
data : array<u32, 11>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
buf.data[0] = u32(c0);
buf.data[1] = u32(c1);
buf.data[2] = u32(c2);
@ -477,18 +477,18 @@ TEST_P(ShaderTests, OverridableConstantsNumericIdentifiers) {
wgpu::Buffer buffer = CreateBuffer(kCount);
std::string shader = R"(
[[override(1001)]] let c1: u32; // some big numeric id
[[override(1)]] let c2: u32 = 0u; // id == 1 might collide with some generated constant id
[[override(1003)]] let c3: u32 = 3u; // default
[[override(1004)]] let c4: u32; // default unspecified
@override(1001) let c1: u32; // some big numeric id
@override(1) let c2: u32 = 0u; // id == 1 might collide with some generated constant id
@override(1003) let c3: u32 = 3u; // default
@override(1004) let c4: u32; // default unspecified
struct Buf {
data : array<u32, 4>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
buf.data[0] = c1;
buf.data[1] = c2;
buf.data[2] = c3;
@ -536,16 +536,16 @@ TEST_P(ShaderTests, OverridableConstantsPrecision) {
wgpu::Buffer buffer = CreateBuffer(kCount);
std::string shader = R"(
[[override(1001)]] let c1: f32;
[[override(1002)]] let c2: f32;
@override(1001) let c1: f32;
@override(1002) let c2: f32;
struct Buf {
data : array<f32, 2>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
buf.data[0] = c1;
buf.data[1] = c2;
})";
@ -590,24 +590,24 @@ TEST_P(ShaderTests, OverridableConstantsMultipleEntryPoints) {
wgpu::Buffer buffer3 = CreateBuffer(kCount);
std::string shader = R"(
[[override(1001)]] let c1: u32;
[[override(1002)]] let c2: u32;
@override(1001) let c1: u32;
@override(1002) let c2: u32;
struct Buf {
data : array<u32, 1>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main1() {
@stage(compute) @workgroup_size(1) fn main1() {
buf.data[0] = c1;
}
[[stage(compute), workgroup_size(1)]] fn main2() {
@stage(compute) @workgroup_size(1) fn main2() {
buf.data[0] = c2;
}
[[stage(compute), workgroup_size(1)]] fn main3() {
@stage(compute) @workgroup_size(1) fn main3() {
buf.data[0] = 3u;
}
)";
@ -681,11 +681,11 @@ TEST_P(ShaderTests, OverridableConstantsRenderPipeline) {
DAWN_TEST_UNSUPPORTED_IF(IsOpenGLES());
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[override(1111)]] let xright: f32;
[[override(2222)]] let ytop: f32;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32)
-> [[builtin(position)]] vec4<f32> {
@override(1111) let xright: f32;
@override(2222) let ytop: f32;
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32)
-> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, ytop),
vec2<f32>(-1.0, -ytop),
@ -695,9 +695,9 @@ fn main([[builtin(vertex_index)]] VertexIndex : u32)
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[override(1000)]] let intensity: f32 = 0.0;
[[stage(fragment)]] fn main()
-> [[location(0)]] vec4<f32> {
@override(1000) let intensity: f32 = 0.0;
@stage(fragment) fn main()
-> @location(0) vec4<f32> {
return vec4<f32>(intensity, intensity, intensity, 1.0);
})");

View File

@ -165,7 +165,7 @@ class StorageTextureTests : public DawnTest {
wgpu::TextureViewDimension dimension,
uint32_t binding) {
std::ostringstream ostream;
ostream << "[[group(0), binding(" << binding << ")]] "
ostream << "@group(0) @binding(" << binding << ") "
<< "var storageImage" << binding << " : ";
switch (dimension) {
case wgpu::TextureViewDimension::e2D:
@ -370,15 +370,15 @@ fn IsEqualTo(pixel : vec4<f32>, expected : vec4<f32>) -> bool {
UNREACHABLE();
break;
}
const char* workgroupSize = !strcmp(stage, "compute") ? ", workgroup_size(1)" : "";
const char* workgroupSize = !strcmp(stage, "compute") ? " @workgroup_size(1)" : "";
const bool isFragment = strcmp(stage, "fragment") == 0;
std::ostringstream ostream;
ostream << GetImageDeclaration(format, "write", dimension, 0) << "\n";
ostream << "[[stage(" << stage << ")" << workgroupSize << "]]\n";
ostream << "@stage(" << stage << ")" << workgroupSize << "\n";
ostream << "fn main() ";
if (isFragment) {
ostream << "-> [[location(0)]] vec4<f32> ";
ostream << "-> @location(0) vec4<f32> ";
}
ostream << "{\n";
ostream << " let size : vec2<i32> = textureDimensions(storageImage0).xy;\n";
@ -433,7 +433,7 @@ fn IsEqualTo(pixel : vec4<f32>, expected : vec4<f32>) -> bool {
std::ostringstream ostream;
ostream << GetImageDeclaration(format, "write", dimension, 0) << "\n";
ostream << GetImageDeclaration(format, "read", dimension, 1) << "\n";
ostream << "[[stage(compute), workgroup_size(1)]] fn main() {\n";
ostream << "@stage(compute) @workgroup_size(1) fn main() {\n";
ostream << " let size : vec2<i32> = textureDimensions(storageImage0).xy;\n";
ostream << " let sliceCount : i32 = " << sliceCount << ";\n";
ostream << " for (var slice : i32 = 0; slice < sliceCount; slice = slice + 1) {\n";
@ -739,7 +739,7 @@ fn IsEqualTo(pixel : vec4<f32>, expected : vec4<f32>) -> bool {
const char* kSimpleVertexShader = R"(
;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})";
@ -863,9 +863,9 @@ TEST_P(StorageTextureTests, SampledAndWriteonlyStorageTexturePingPong) {
kTextureFormat, wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::StorageBinding, 1u,
1u);
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var Src : texture_2d<u32>;
[[group(0), binding(1)]] var Dst : texture_storage_2d<r32uint, write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var Src : texture_2d<u32>;
@group(0) @binding(1) var Dst : texture_storage_2d<r32uint, write>;
@stage(compute) @workgroup_size(1) fn main() {
var srcValue : vec4<u32> = textureLoad(Src, vec2<i32>(0, 0), 0);
srcValue.x = srcValue.x + 1u;
textureStore(Dst, vec2<i32>(0, 0), srcValue);
@ -962,16 +962,16 @@ fn doTest() -> bool {
})";
const char* kCommonWriteOnlyZeroInitTestCodeFragment = R"(
[[group(0), binding(0)]] var dstImage : texture_storage_2d<r32uint, write>;
@group(0) @binding(0) var dstImage : texture_storage_2d<r32uint, write>;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
textureStore(dstImage, vec2<i32>(0, 0), vec4<u32>(1u, 0u, 0u, 1u));
return vec4<f32>();
})";
const char* kCommonWriteOnlyZeroInitTestCodeCompute = R"(
[[group(0), binding(0)]] var dstImage : texture_storage_2d<r32uint, write>;
@group(0) @binding(0) var dstImage : texture_storage_2d<r32uint, write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
textureStore(dstImage, vec2<i32>(0, 0), vec4<u32>(1u, 0u, 0u, 1u));
})";
};

View File

@ -223,15 +223,15 @@ TEST_P(SwapChainValidationTests, ViewDestroyedAfterPresent) {
TEST_P(SwapChainValidationTests, ReturnedViewCharacteristics) {
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
struct FragmentOut {
[[location(0)]] target0 : vec4<f32>;
[[location(1)]] target1 : f32;
@location(0) target0 : vec4<f32>;
@location(1) target1 : f32;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var out : FragmentOut;
out.target0 = vec4<f32>(0.0, 1.0, 0.0, 1.0);
out.target1 = 0.5;

View File

@ -29,8 +29,8 @@ TEST_P(Texture3DTests, Sampling) {
// Set up pipeline. Two triangles will be drawn via the pipeline. They will fill the entire
// color attachment with data sampled from 3D texture.
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( -1.0, -1.0),
@ -43,11 +43,11 @@ TEST_P(Texture3DTests, Sampling) {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_3d<f32>;
@group(0) @binding(0) var samp : sampler;
@group(0) @binding(1) var tex : texture_3d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return textureSample(tex, samp, vec3<f32>(FragCoord.xy / 4.0, 1.5 / 4.0));
})");

View File

@ -143,8 +143,8 @@ class TextureFormatTest : public DawnTest {
utils::ComboRenderPipelineDescriptor desc;
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-3.0, -1.0),
vec2<f32>( 3.0, -1.0),
@ -157,12 +157,12 @@ class TextureFormatTest : public DawnTest {
const char* type = utils::GetWGSLColorTextureComponentType(sampleFormatInfo.format);
std::ostringstream fsSource;
fsSource << "[[group(0), binding(0)]] var myTexture : texture_2d<" << type << ">;\n";
fsSource << "@group(0) @binding(0) var myTexture : texture_2d<" << type << ">;\n";
fsSource << "struct FragmentOut {\n";
fsSource << " [[location(0)]] color : vec4<" << type << ">;\n";
fsSource << " @location(0) color : vec4<" << type << ">;\n";
fsSource << R"(};
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> FragmentOut {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> FragmentOut {
var output : FragmentOut;
output.color = textureLoad(myTexture, vec2<i32>(FragCoord.xy), 0);
return output;

View File

@ -50,8 +50,8 @@ class TextureSubresourceTest : public DawnTest {
void DrawTriangle(const wgpu::TextureView& view) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
@ -61,7 +61,7 @@ class TextureSubresourceTest : public DawnTest {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");
@ -87,8 +87,8 @@ class TextureSubresourceTest : public DawnTest {
void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, 1.0),
@ -101,11 +101,11 @@ class TextureSubresourceTest : public DawnTest {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var samp : sampler;
[[group(0), binding(1)]] var tex : texture_2d<f32>;
@group(0) @binding(0) var samp : sampler;
@group(0) @binding(1) var tex : texture_2d<f32>;
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> @location(0) vec4<f32> {
return textureSample(tex, samp, FragCoord.xy / vec2<f32>(4.0, 4.0));
})");

View File

@ -62,12 +62,12 @@ namespace {
wgpu::ShaderModule CreateDefaultVertexShaderModule(wgpu::Device device) {
return utils::CreateShaderModule(device, R"(
struct VertexOut {
[[location(0)]] texCoord : vec2<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) texCoord : vec2<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
var output : VertexOut;
var pos = array<vec2<f32>, 6>(
vec2<f32>(-2., -2.),
@ -219,11 +219,11 @@ class TextureViewSamplingTest : public DawnTest {
wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
const char* fragmentShader = R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, texCoord);
}
)";
@ -257,11 +257,11 @@ class TextureViewSamplingTest : public DawnTest {
wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
const char* fragmentShader = R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d_array<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d_array<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, texCoord, 0) +
textureSample(texture0, sampler0, texCoord, 1) +
textureSample(texture0, sampler0, texCoord, 2);
@ -292,11 +292,11 @@ class TextureViewSamplingTest : public DawnTest {
std::ostringstream stream;
stream << R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : )"
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : )"
<< textureType << R"(<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
var sc : f32 = 2.0 * texCoord.x - 1.0;
var tc : f32 = 2.0 * texCoord.y - 1.0;
return textureSample(texture0, sampler0, vec3<f32>()"
@ -366,11 +366,11 @@ TEST_P(TextureViewSamplingTest, Default2DArrayTexture) {
wgpu::TextureView textureView = mTexture.CreateView(&descriptor);
const char* fragmentShader = R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture0 : texture_2d_array<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture0 : texture_2d_array<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, texCoord, 0) +
textureSample(texture0, sampler0, texCoord, 1) +
textureSample(texture0, sampler0, texCoord, 2);
@ -498,8 +498,8 @@ class TextureViewRenderingTest : public DawnTest {
renderPassInfo.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f};
const char* oneColorFragmentShader = R"(
[[stage(fragment)]] fn main([[location(0)]] texCoord : vec2<f32>) ->
[[location(0)]] vec4<f32> {
@stage(fragment) fn main(@location(0) texCoord : vec2<f32>) ->
@location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
}
)";

View File

@ -70,7 +70,7 @@ class TextureZeroInitTest : public DawnTest {
pipelineDescriptor.vertex.module = CreateBasicVertexShaderForTest(depth);
const char* fs = R"(
;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)";
@ -83,8 +83,8 @@ class TextureZeroInitTest : public DawnTest {
}
wgpu::ShaderModule CreateBasicVertexShaderForTest(float depth = 0.f) {
std::string source = R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(-1.0, 1.0),
@ -100,12 +100,12 @@ class TextureZeroInitTest : public DawnTest {
}
wgpu::ShaderModule CreateSampledTextureFragmentShaderForTest() {
return utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var texture0 : texture_2d<f32>;
@group(0) @binding(0) var texture0 : texture_2d<f32>;
struct FragmentOut {
[[location(0)]] color : vec4<f32>;
@location(0) color : vec4<f32>;
};
[[stage(fragment)]]
fn main([[builtin(position)]] FragCoord : vec4<f32>) -> FragmentOut {
@stage(fragment)
fn main(@builtin(position) FragCoord : vec4<f32>) -> FragmentOut {
var output : FragmentOut;
output.color = textureLoad(texture0, vec2<i32>(FragCoord.xy), 0);
return output;
@ -979,12 +979,12 @@ TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
wgpu::ComputePipelineDescriptor computePipelineDescriptor;
wgpu::ProgrammableStageDescriptor compute;
const char* cs = R"(
[[group(0), binding(0)]] var tex : texture_2d<f32>;
@group(0) @binding(0) var tex : texture_2d<f32>;
struct Result {
value : vec4<f32>;
};
[[group(0), binding(1)]] var<storage, read_write> result : Result;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(1) var<storage, read_write> result : Result;
@stage(compute) @workgroup_size(1) fn main() {
result.value = textureLoad(tex, vec2<i32>(0,0), 0);
}
)";

View File

@ -236,8 +236,8 @@ class VertexFormatTest : public DawnTest {
std::ostringstream vs;
vs << "struct VertexIn {\n";
vs << " [[location(0)]] test : " << variableType << ";\n";
vs << " [[builtin(vertex_index)]] VertexIndex : u32;\n";
vs << " @location(0) test : " << variableType << ";\n";
vs << " @builtin(vertex_index) VertexIndex : u32;\n";
vs << "};\n";
// Because x86 CPU using "extended
@ -260,11 +260,11 @@ class VertexFormatTest : public DawnTest {
}
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(input : VertexIn) -> VertexOut {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
@ -353,8 +353,8 @@ class VertexFormatTest : public DawnTest {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vs.str().c_str());
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
})");

View File

@ -102,13 +102,13 @@ class VertexOnlyRenderPipelineTest : public DawnTest {
bool writeDepth = false,
bool useFragment = true) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[location(0)]] pos : vec4<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@location(0) pos : vec4<f32>) -> @builtin(position) vec4<f32> {
return pos;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -74,23 +74,23 @@ class VertexStateTest : public DawnTest {
// TODO(cwallez@chromium.org): this only handles float attributes, we should extend it to
// other types Adds line of the form
// [[location(1) input1 : vec4<f32>;
// @location(1) input1 : vec4<f32>;
for (const auto& input : testSpec) {
vs << "[[location(" << input.location << ")]] input" << input.location
vs << "@location(" << input.location << ") input" << input.location
<< " : vec4<f32>;\n";
}
vs << R"(
[[builtin(vertex_index)]] VertexIndex : u32;
[[builtin(instance_index)]] InstanceIndex : u32;
@builtin(vertex_index) VertexIndex : u32;
@builtin(instance_index) InstanceIndex : u32;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main(input : VertexIn) -> VertexOut {
@stage(vertex) fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
)";
@ -138,8 +138,8 @@ class VertexStateTest : public DawnTest {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vs.str().c_str());
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
}
)");
@ -586,18 +586,18 @@ TEST_P(VertexStateTest, OverlappingVertexAttributes) {
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
struct VertexIn {
[[location(0)]] attr0 : vec4<f32>;
[[location(1)]] attr1 : vec2<u32>;
[[location(2)]] attr2 : vec4<f32>;
[[location(3)]] attr3 : f32;
@location(0) attr0 : vec4<f32>;
@location(1) attr1 : vec2<u32>;
@location(2) attr2 : vec4<f32>;
@location(3) attr3 : f32;
};
struct VertexOut {
[[location(0)]] color : vec4<f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) color : vec4<f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]] fn main(input : VertexIn) -> VertexOut {
@stage(vertex) fn main(input : VertexIn) -> VertexOut {
var output : VertexOut;
output.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
@ -617,8 +617,8 @@ TEST_P(VertexStateTest, OverlappingVertexAttributes) {
return output;
})");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]]
fn main([[location(0)]] color : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) color : vec4<f32>) -> @location(0) vec4<f32> {
return color;
})");
pipelineDesc.vertex.bufferCount = vertexState.vertexBufferCount;
@ -662,12 +662,12 @@ TEST_P(OptionalVertexStateTest, Basic) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 3, 3);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -121,12 +121,12 @@ std::vector<uint8_t> VideoViewsTests::GetTestTextureData(wgpu::TextureFormat for
wgpu::ShaderModule VideoViewsTests::GetTestVertexShaderModule() const {
return utils::CreateShaderModule(device, R"(
struct VertexOut {
[[location(0)]] texCoord : vec2 <f32>;
[[builtin(position)]] position : vec4<f32>;
@location(0) texCoord : vec2 <f32>;
@builtin(position) position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
@ -163,11 +163,11 @@ TEST_P(VideoViewsTests, NV12SampleYtoR) {
renderPipelineDescriptor.vertex.module = GetTestVertexShaderModule();
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
let y : f32 = textureSample(texture, sampler0, texCoord).r;
return vec4<f32>(y, 0.0, 0.0, 1.0);
})");
@ -221,11 +221,11 @@ TEST_P(VideoViewsTests, NV12SampleUVtoRG) {
renderPipelineDescriptor.vertex.module = GetTestVertexShaderModule();
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var texture : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var texture : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
let u : f32 = textureSample(texture, sampler0, texCoord).r;
let v : f32 = textureSample(texture, sampler0, texCoord).g;
return vec4<f32>(u, v, 0.0, 1.0);
@ -289,12 +289,12 @@ TEST_P(VideoViewsTests, NV12SampleYUVtoRGB) {
renderPipelineDescriptor.vertex.module = GetTestVertexShaderModule();
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[group(0), binding(1)]] var lumaTexture : texture_2d<f32>;
[[group(0), binding(2)]] var chromaTexture : texture_2d<f32>;
@group(0) @binding(0) var sampler0 : sampler;
@group(0) @binding(1) var lumaTexture : texture_2d<f32>;
@group(0) @binding(2) var chromaTexture : texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] texCoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main(@location(0) texCoord : vec2<f32>) -> @location(0) vec4<f32> {
let y : f32 = textureSample(lumaTexture, sampler0, texCoord).r;
let u : f32 = textureSample(chromaTexture, sampler0, texCoord).r;
let v : f32 = textureSample(chromaTexture, sampler0, texCoord).g;

View File

@ -24,12 +24,12 @@ TEST_P(ViewportOrientationTests, OriginAt0x0) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 2, 2);
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(-0.5, 0.5, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");

View File

@ -23,8 +23,8 @@ class ViewportTest : public DawnTest {
DawnTest::SetUp();
mQuadVS = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
@ -36,7 +36,7 @@ class ViewportTest : public DawnTest {
})");
mQuadFS = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
})");
}
@ -92,8 +92,8 @@ class ViewportTest : public DawnTest {
// Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0.
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
var points : array<vec3<f32>, 3> = array<vec3<f32>, 3>(
vec3<f32>(-0.9, 0.0, 1.0),
vec3<f32>( 0.0, 0.0, 0.5),

View File

@ -32,9 +32,9 @@ namespace {
};
constexpr char kVertexShader[] = R"(
[[stage(vertex)]] fn main(
[[location(0)]] pos : vec4<f32>
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@location(0) pos : vec4<f32>
) -> @builtin(position) vec4<f32> {
return pos;
})";
@ -42,8 +42,8 @@ namespace {
struct Uniforms {
color : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : Uniforms;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@group(0) @binding(0) var<uniform> uniforms : Uniforms;
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(uniforms.color * (1.0 / 5000.0), 1.0);
})";
@ -54,10 +54,10 @@ namespace {
struct Uniforms {
color : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> constants : Constants;
[[group(1), binding(0)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(0) var<uniform> constants : Constants;
@group(1) @binding(0) var<uniform> uniforms : Uniforms;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>((constants.color + uniforms.color) * (1.0 / 5000.0), 1.0);
})";

View File

@ -29,10 +29,10 @@ namespace {
numbers: array<f32>;
};
[[group(0), binding(0)]] var<storage, read> firstMatrix : Matrix;
[[group(0), binding(1)]] var<storage, read> secondMatrix : Matrix;
[[group(0), binding(2)]] var<storage, write> resultMatrix : Matrix;
[[group(0), binding(3)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(0) var<storage, read> firstMatrix : Matrix;
@group(0) @binding(1) var<storage, read> secondMatrix : Matrix;
@group(0) @binding(2) var<storage, write> resultMatrix : Matrix;
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
fn mm_readA(row : u32, col : u32) -> f32 {
if (row < uniforms.dimAOuter && col < uniforms.dimInner)
@ -73,9 +73,9 @@ namespace {
var<workgroup> mm_Asub : array<array<f32, 32>, 32>;
var<workgroup> mm_Bsub : array<array<f32, 32>, 32>;)";
const std::string& kMatMulFloatBodyPart1 = R"(
[[stage(compute), workgroup_size(8, 8, 1)]]
fn main([[builtin(local_invocation_id)]] local_id : vec3<u32>,
[[builtin(global_invocation_id)]] global_id : vec3<u32>) {
@stage(compute) @workgroup_size(8, 8, 1)
fn main(@builtin(local_invocation_id) local_id : vec3<u32>,
@builtin(global_invocation_id) global_id : vec3<u32>) {
let tileRow : u32 = local_id.y * RowPerThread;
let tileCol : u32 = local_id.x * ColPerThread;
@ -196,10 +196,10 @@ namespace {
numbers: array<vec4<f32>>;
};
[[group(0), binding(0)]] var<storage, read> firstMatrix : Matrix;
[[group(0), binding(1)]] var<storage, read> secondMatrix : Matrix;
[[group(0), binding(2)]] var<storage, write> resultMatrix : Matrix;
[[group(0), binding(3)]] var<uniform> uniforms : Uniforms;
@group(0) @binding(0) var<storage, read> firstMatrix : Matrix;
@group(0) @binding(1) var<storage, read> secondMatrix : Matrix;
@group(0) @binding(2) var<storage, write> resultMatrix : Matrix;
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
fn mm_readA(row : u32, col : u32) -> vec4<f32> {
if (row < uniforms.dimAOuter && col < uniforms.dimInner)
@ -238,9 +238,9 @@ namespace {
var<workgroup> mm_Asub : array<array<vec4<f32>, 8>, 32>;
var<workgroup> mm_Bsub : array<array<vec4<f32>, 8>, 32>;)";
const std::string& kMatMulVec4BodyPart1 = R"(
[[stage(compute), workgroup_size(8, 8, 1)]]
fn main([[builtin(local_invocation_id)]] local_id : vec3<u32>,
[[builtin(global_invocation_id)]] global_id : vec3<u32>) {
@stage(compute) @workgroup_size(8, 8, 1)
fn main(@builtin(local_invocation_id) local_id : vec3<u32>,
@builtin(global_invocation_id) global_id : vec3<u32>) {
let tileRow : u32 = local_id.y * RowPerThread;
let tileCol : u32 = local_id.x;

View File

@ -70,13 +70,13 @@ class SubresourceTrackingPerf : public DawnPerfTestWithParams<SubresourceTrackin
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var materials : texture_2d<f32>;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@group(0) @binding(0) var materials : texture_2d<f32>;
@stage(fragment) fn main() -> @location(0) vec4<f32> {
let foo : vec2<i32> = textureDimensions(materials);
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

View File

@ -58,7 +58,7 @@ TEST_F(CommandBufferEncodingTests, ComputePassEncoderIndirectDispatchStateRestor
// Create a simple pipeline
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1, 1, 1)]]
@stage(compute) @workgroup_size(1, 1, 1)
fn main() {
})");
csDesc.compute.entryPoint = "main";
@ -290,7 +290,7 @@ TEST_F(CommandBufferEncodingTests, StateNotLeakedAfterRestore) {
// Create a simple pipeline
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1, 1, 1)]]
@stage(compute) @workgroup_size(1, 1, 1)
fn main() {
})");
csDesc.compute.entryPoint = "main";

View File

@ -72,7 +72,7 @@ namespace dawn::native { namespace {
}
DAWN_TRY_ASSIGN_WITH_CLEANUP(
mVsModule, ShaderModuleMock::Create(&mDevice, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})"),
{ ASSERT(false); }, mVsModule);
@ -86,7 +86,7 @@ namespace dawn::native { namespace {
}
DAWN_TRY_ASSIGN_WITH_CLEANUP(
mCsModule, ShaderModuleMock::Create(&mDevice, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})"),
{ ASSERT(false); }, mCsModule);
EXPECT_CALL(*mCsModule.Get(), DestroyImpl).Times(1);
@ -426,7 +426,7 @@ namespace dawn::native { namespace {
{
ShaderModuleWGSLDescriptor wgslDesc;
wgslDesc.source = R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
}
)";
ShaderModuleDescriptor desc = {};
@ -696,7 +696,7 @@ namespace dawn::native { namespace {
{
ShaderModuleWGSLDescriptor wgslDesc;
wgslDesc.source = R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
}
)";
ShaderModuleDescriptor desc = {};

View File

@ -1415,7 +1415,7 @@ class SetBindGroupValidationTest : public ValidationTest {
wgpu::RenderPipeline CreateRenderPipeline() {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -1424,12 +1424,12 @@ class SetBindGroupValidationTest : public ValidationTest {
value : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> uBufferDynamic : S;
[[group(0), binding(1)]] var<uniform> uBuffer : S;
[[group(0), binding(2)]] var<storage, read_write> sBufferDynamic : S;
[[group(0), binding(3)]] var<storage, read> sReadonlyBufferDynamic : S;
@group(0) @binding(0) var<uniform> uBufferDynamic : S;
@group(0) @binding(1) var<uniform> uBuffer : S;
@group(0) @binding(2) var<storage, read_write> sBufferDynamic : S;
@group(0) @binding(3) var<storage, read> sReadonlyBufferDynamic : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
@ -1448,12 +1448,12 @@ class SetBindGroupValidationTest : public ValidationTest {
value : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> uBufferDynamic : S;
[[group(0), binding(1)]] var<uniform> uBuffer : S;
[[group(0), binding(2)]] var<storage, read_write> sBufferDynamic : S;
[[group(0), binding(3)]] var<storage, read> sReadonlyBufferDynamic : S;
@group(0) @binding(0) var<uniform> uBufferDynamic : S;
@group(0) @binding(1) var<uniform> uBuffer : S;
@group(0) @binding(2) var<storage, read_write> sBufferDynamic : S;
@group(0) @binding(3) var<storage, read> sReadonlyBufferDynamic : S;
[[stage(compute), workgroup_size(4, 4, 1)]] fn main() {
@stage(compute) @workgroup_size(4, 4, 1) fn main() {
})");
wgpu::PipelineLayout pipelineLayout =
@ -1824,7 +1824,7 @@ class SetBindGroupPersistenceValidationTest : public ValidationTest {
ValidationTest::SetUp();
mVsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -1880,7 +1880,7 @@ class SetBindGroupPersistenceValidationTest : public ValidationTest {
for (uint32_t b = 0; b < layout.size(); ++b) {
wgpu::BufferBindingType binding = layout[b];
ss << "[[group(" << l << "), binding(" << b << ")]] ";
ss << "@group(" << l << ") @binding(" << b << ") ";
switch (binding) {
case wgpu::BufferBindingType::Storage:
ss << "var<storage, read_write> set" << l << "_binding" << b << " : S;";
@ -1894,7 +1894,7 @@ class SetBindGroupPersistenceValidationTest : public ValidationTest {
}
}
ss << "[[stage(fragment)]] fn main() {}";
ss << "@stage(fragment) fn main() {}";
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, ss.str().c_str());
@ -2026,7 +2026,7 @@ class BindGroupLayoutCompatibilityTest : public ValidationTest {
const char* fsShader,
std::vector<wgpu::BindGroupLayout> bindGroupLayout) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -2050,10 +2050,10 @@ class BindGroupLayoutCompatibilityTest : public ValidationTest {
value : vec2<f32>;
};
[[group(0), binding(0)]] var<storage, read_write> sBufferDynamic : S;
[[group(1), binding(0)]] var<storage, read> sReadonlyBufferDynamic : S;
@group(0) @binding(0) var<storage, read_write> sBufferDynamic : S;
@group(1) @binding(0) var<storage, read> sReadonlyBufferDynamic : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var val : vec2<f32> = sBufferDynamic.value;
val = sReadonlyBufferDynamic.value;
})",
@ -2085,10 +2085,10 @@ class BindGroupLayoutCompatibilityTest : public ValidationTest {
value : vec2<f32>;
};
[[group(0), binding(0)]] var<storage, read_write> sBufferDynamic : S;
[[group(1), binding(0)]] var<storage, read> sReadonlyBufferDynamic : S;
@group(0) @binding(0) var<storage, read_write> sBufferDynamic : S;
@group(1) @binding(0) var<storage, read> sReadonlyBufferDynamic : S;
[[stage(compute), workgroup_size(4, 4, 1)]] fn main() {
@stage(compute) @workgroup_size(4, 4, 1) fn main() {
var val : vec2<f32> = sBufferDynamic.value;
val = sReadonlyBufferDynamic.value;
})",
@ -2130,13 +2130,13 @@ TEST_F(BindGroupLayoutCompatibilityTest, ROStorageInBGLWithRWStorageInShader) {
TEST_F(BindGroupLayoutCompatibilityTest, TextureViewDimension) {
constexpr char kTexture2DShaderFS[] = R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@stage(fragment) fn main() {
textureDimensions(myTexture);
})";
constexpr char kTexture2DShaderCS[] = R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@stage(compute) @workgroup_size(1) fn main() {
textureDimensions(myTexture);
})";
@ -2169,13 +2169,13 @@ TEST_F(BindGroupLayoutCompatibilityTest, TextureViewDimension) {
wgpu::TextureViewDimension::e2DArray}})}));
constexpr char kTexture2DArrayShaderFS[] = R"(
[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d_array<f32>;
@stage(fragment) fn main() {
textureDimensions(myTexture);
})";
constexpr char kTexture2DArrayShaderCS[] = R"(
[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d_array<f32>;
@stage(compute) @workgroup_size(1) fn main() {
textureDimensions(myTexture);
})";
@ -2216,16 +2216,16 @@ TEST_F(BindGroupLayoutCompatibilityTest, ExternalTextureBindGroupLayoutCompatibi
// Test that an external texture binding works with a texture_external in the shader.
CreateFSRenderPipeline(R"(
[[group(0), binding(0)]] var myExternalTexture: texture_external;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myExternalTexture: texture_external;
@stage(fragment) fn main() {
_ = myExternalTexture;
})",
{bgl});
// Test that an external texture binding doesn't work with a texture_2d<f32> in the shader.
ASSERT_DEVICE_ERROR(CreateFSRenderPipeline(R"(
[[group(0), binding(0)]] var myTexture: texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myTexture: texture_2d<f32>;
@stage(fragment) fn main() {
_ = myTexture;
})",
{bgl}));
@ -2429,7 +2429,7 @@ class SamplerTypeBindingTest : public ValidationTest {
wgpu::RenderPipeline CreateFragmentPipeline(wgpu::BindGroupLayout* bindGroupLayout,
const char* fragmentSource) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -2455,8 +2455,8 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@stage(fragment) fn main() {
_ = mySampler;
})");
}
@ -2467,8 +2467,8 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::NonFiltering}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@stage(fragment) fn main() {
_ = mySampler;
})");
}
@ -2479,8 +2479,8 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Comparison}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler_comparison;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler_comparison;
@stage(fragment) fn main() {
_ = mySampler;
})");
}
@ -2491,8 +2491,8 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}});
ASSERT_DEVICE_ERROR(CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler_comparison;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler_comparison;
@stage(fragment) fn main() {
_ = mySampler;
})"));
}
@ -2503,8 +2503,8 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::NonFiltering}});
ASSERT_DEVICE_ERROR(CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler_comparison;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler_comparison;
@stage(fragment) fn main() {
_ = mySampler;
})"));
}
@ -2515,8 +2515,8 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
device, {{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Comparison}});
ASSERT_DEVICE_ERROR(CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@stage(fragment) fn main() {
_ = mySampler;
})"));
}
@ -2528,9 +2528,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture: texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_2d<f32>;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>(0.0, 0.0));
})");
}
@ -2542,9 +2542,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture: texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_2d<f32>;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>(0.0, 0.0));
})");
}
@ -2556,9 +2556,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture: texture_depth_2d;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_depth_2d;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>(0.0, 0.0));
})");
}
@ -2570,9 +2570,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture: texture_depth_2d;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_depth_2d;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>(0.0, 0.0));
})");
}
@ -2584,9 +2584,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Depth}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler_comparison;
[[group(0), binding(1)]] var myTexture: texture_depth_2d;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler_comparison;
@group(0) @binding(1) var myTexture: texture_depth_2d;
@stage(fragment) fn main() {
textureSampleCompare(myTexture, mySampler, vec2<f32>(0.0, 0.0), 0.0);
})");
}
@ -2598,9 +2598,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::UnfilterableFloat}});
ASSERT_DEVICE_ERROR(CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture: texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_2d<f32>;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>(0.0, 0.0));
})"));
}
@ -2612,9 +2612,9 @@ TEST_F(SamplerTypeBindingTest, ShaderAndBGLMatches) {
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::UnfilterableFloat}});
CreateFragmentPipeline(&bindGroupLayout, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture: texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_2d<f32>;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>(0.0, 0.0));
})");
}

View File

@ -23,7 +23,7 @@ class ComputeIndirectValidationTest : public ValidationTest {
ValidationTest::SetUp();
wgpu::ShaderModule computeModule = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
// Set up compute pipeline

View File

@ -25,7 +25,7 @@ class ComputeValidationTest : public ValidationTest {
ValidationTest::SetUp();
wgpu::ShaderModule computeModule = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
// Set up compute pipeline

View File

@ -24,12 +24,12 @@ class DrawIndirectValidationTest : public ValidationTest {
ValidationTest::SetUp();
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32>{
@stage(fragment) fn main() -> @location(0) vec4<f32>{
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");

View File

@ -82,7 +82,7 @@ namespace {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
}
@ -107,8 +107,8 @@ namespace {
for (auto buffer : bufferDescList) {
for (auto attr : buffer.attributes) {
// [[location({shaderLocation})]] var_{id} : {typeString},
inputStringStream << "[[location(" << attr.shaderLocation << ")]] var_"
// @location({shaderLocation}) var_{id} : {typeString},
inputStringStream << "@location(" << attr.shaderLocation << ") var_"
<< attributeCount << " : vec4<f32>,";
attributeCount++;
}
@ -117,9 +117,9 @@ namespace {
std::stringstream shaderStringStream;
shaderStringStream << R"(
[[stage(vertex)]]
@stage(vertex)
fn main()" << inputStringStream.str()
<< R"() -> [[builtin(position)]] vec4<f32> {
<< R"() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})";

View File

@ -21,7 +21,7 @@ class GetBindGroupLayoutTests : public ValidationTest {
protected:
wgpu::RenderPipeline RenderPipelineFromFragmentShader(const char* shader) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -49,10 +49,10 @@ TEST_F(GetBindGroupLayoutTests, SameObject) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniform0 : S;
[[group(1), binding(0)]] var<uniform> uniform1 : S;
@group(0) @binding(0) var<uniform> uniform0 : S;
@group(1) @binding(0) var<uniform> uniform1 : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
var pos : vec4<f32> = uniform0.pos;
pos = uniform1.pos;
return vec4<f32>();
@ -62,14 +62,14 @@ TEST_F(GetBindGroupLayoutTests, SameObject) {
struct S2 {
pos : vec4<f32>;
};
[[group(2), binding(0)]] var<uniform> uniform2 : S2;
@group(2) @binding(0) var<uniform> uniform2 : S2;
struct S3 {
pos : mat4x4<f32>;
};
[[group(3), binding(0)]] var<storage, read_write> storage3 : S3;
@group(3) @binding(0) var<storage, read_write> storage3 : S3;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos_u : vec4<f32> = uniform2.pos;
var pos_s : mat4x4<f32> = storage3.pos;
})");
@ -101,9 +101,9 @@ TEST_F(GetBindGroupLayoutTests, DefaultBindGroupLayoutPipelineCompatibility) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
@ -123,9 +123,9 @@ TEST_F(GetBindGroupLayoutTests, DefaultShaderStageAndDynamicOffsets) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
@ -176,51 +176,51 @@ TEST_F(GetBindGroupLayoutTests, DefaultTextureSampleType) {
wgpu::SamplerBindingType::Filtering}});
wgpu::ShaderModule emptyVertexModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
_ = myTexture;
_ = mySampler;
return vec4<f32>();
})");
wgpu::ShaderModule textureLoadVertexModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
textureLoad(myTexture, vec2<i32>(), 0);
_ = mySampler;
return vec4<f32>();
})");
wgpu::ShaderModule textureSampleVertexModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
textureSampleLevel(myTexture, mySampler, vec2<f32>(), 0.0);
return vec4<f32>();
})");
wgpu::ShaderModule unusedTextureFragmentModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@stage(fragment) fn main() {
_ = myTexture;
_ = mySampler;
})");
wgpu::ShaderModule textureLoadFragmentModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@stage(fragment) fn main() {
textureLoad(myTexture, vec2<i32>(), 0);
_ = mySampler;
})");
wgpu::ShaderModule textureSampleFragmentModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
[[group(0), binding(1)]] var mySampler : sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var myTexture : texture_2d<f32>;
@group(0) @binding(1) var mySampler : sampler;
@stage(fragment) fn main() {
textureSample(myTexture, mySampler, vec2<f32>());
})");
@ -293,9 +293,9 @@ TEST_F(GetBindGroupLayoutTests, ComputePipeline) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
@ -346,9 +346,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : S;
@group(0) @binding(0) var<storage, read_write> ssbo : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = ssbo.pos;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -360,9 +360,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -375,9 +375,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read> ssbo : S;
@group(0) @binding(0) var<storage, read> ssbo : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = ssbo.pos;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -389,9 +389,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
{
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -401,9 +401,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
{
binding.texture.multisampled = true;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_multisampled_2d<f32>;
@group(0) @binding(0) var myTexture : texture_multisampled_2d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -414,9 +414,9 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
{
binding.sampler.type = wgpu::SamplerBindingType::Filtering;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var mySampler: sampler;
@group(0) @binding(0) var mySampler: sampler;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
_ = mySampler;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -442,9 +442,9 @@ TEST_F(GetBindGroupLayoutTests, ExternalTextureBindingType) {
binding.nextInChain = &utils::kExternalTextureBindingLayout;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myExternalTexture: texture_external;
@group(0) @binding(0) var myExternalTexture: texture_external;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
_ = myExternalTexture;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -470,9 +470,9 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e1D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_1d<f32>;
@group(0) @binding(0) var myTexture : texture_1d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -482,9 +482,9 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -494,9 +494,9 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e2DArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d_array<f32>;
@group(0) @binding(0) var myTexture : texture_2d_array<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -506,9 +506,9 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.texture.viewDimension = wgpu::TextureViewDimension::e3D;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_3d<f32>;
@group(0) @binding(0) var myTexture : texture_3d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -518,9 +518,9 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.texture.viewDimension = wgpu::TextureViewDimension::Cube;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_cube<f32>;
@group(0) @binding(0) var myTexture : texture_cube<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -530,9 +530,9 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
{
binding.texture.viewDimension = wgpu::TextureViewDimension::CubeArray;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_cube_array<f32>;
@group(0) @binding(0) var myTexture : texture_cube_array<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -558,9 +558,9 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
{
binding.texture.sampleType = wgpu::TextureSampleType::UnfilterableFloat;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var myTexture : texture_2d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -570,9 +570,9 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
{
binding.texture.sampleType = wgpu::TextureSampleType::Sint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<i32>;
@group(0) @binding(0) var myTexture : texture_2d<i32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -582,9 +582,9 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
{
binding.texture.sampleType = wgpu::TextureSampleType::Uint;
wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
[[group(0), binding(0)]] var myTexture : texture_2d<u32>;
@group(0) @binding(0) var myTexture : texture_2d<u32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -615,9 +615,9 @@ TEST_F(GetBindGroupLayoutTests, BindingIndices) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -630,9 +630,9 @@ TEST_F(GetBindGroupLayoutTests, BindingIndices) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(1)]] var<uniform> uniforms : S;
@group(0) @binding(1) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_TRUE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -645,9 +645,9 @@ TEST_F(GetBindGroupLayoutTests, BindingIndices) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(1)]] var<uniform> uniforms : S;
@group(0) @binding(1) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
EXPECT_FALSE(dawn::native::BindGroupLayoutBindingsEqualForTesting(
@ -661,10 +661,10 @@ TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniform0 : S;
[[group(1), binding(0)]] var<uniform> uniform1 : S;
@group(0) @binding(0) var<uniform> uniform0 : S;
@group(1) @binding(0) var<uniform> uniform1 : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
var pos : vec4<f32> = uniform0.pos;
pos = uniform1.pos;
return vec4<f32>();
@ -674,9 +674,9 @@ TEST_F(GetBindGroupLayoutTests, DuplicateBinding) {
struct S {
pos : vec4<f32>;
};
[[group(1), binding(0)]] var<uniform> uniforms : S;
@group(1) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms.pos;
})");
@ -700,9 +700,9 @@ TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
struct S {
pos : f32;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
var pos : f32 = uniforms.pos;
return vec4<f32>();
})");
@ -711,9 +711,9 @@ TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
struct S {
pos : mat4x4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
var pos : mat4x4<f32> = uniforms.pos;
return vec4<f32>();
})");
@ -722,9 +722,9 @@ TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
struct S {
pos : f32;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : f32 = uniforms.pos;
})");
@ -732,9 +732,9 @@ TEST_F(GetBindGroupLayoutTests, MinBufferSize) {
struct S {
pos : mat4x4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : mat4x4<f32> = uniforms.pos;
})");
@ -793,24 +793,24 @@ TEST_F(GetBindGroupLayoutTests, StageAggregation) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule vsModuleNoSampler = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
wgpu::ShaderModule vsModuleSampler = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@group(0) @binding(0) var mySampler: sampler;
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
_ = mySampler;
return vec4<f32>();
})");
wgpu::ShaderModule fsModuleNoSampler = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
wgpu::ShaderModule fsModuleSampler = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var mySampler: sampler;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var mySampler: sampler;
@stage(fragment) fn main() {
_ = mySampler;
})");
@ -867,9 +867,9 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> ubo : S;
@group(0) @binding(0) var<uniform> ubo : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
var pos : vec4<f32> = ubo.pos;
return vec4<f32>();
})");
@ -878,9 +878,9 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<storage, read_write> ssbo : S;
@group(0) @binding(0) var<storage, read_write> ssbo : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = ssbo.pos;
})");
@ -895,17 +895,17 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
// Test it is invalid to have conflicting binding texture multisampling in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var myTexture : texture_2d<f32>;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
textureDimensions(myTexture);
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_multisampled_2d<f32>;
@group(0) @binding(0) var myTexture : texture_multisampled_2d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
@ -920,17 +920,17 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
// Test it is invalid to have conflicting binding texture dimension in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var myTexture : texture_2d<f32>;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
textureDimensions(myTexture);
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_3d<f32>;
@group(0) @binding(0) var myTexture : texture_3d<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
@ -945,17 +945,17 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
// Test it is invalid to have conflicting binding texture component type in the shaders.
TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<f32>;
@group(0) @binding(0) var myTexture : texture_2d<f32>;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
textureDimensions(myTexture);
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var myTexture : texture_2d<i32>;
@group(0) @binding(0) var myTexture : texture_2d<i32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})");
@ -970,12 +970,12 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
// Test it is an error to query an out of range bind group layout.
TEST_F(GetBindGroupLayoutTests, OutOfRangeIndex) {
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})")
.GetBindGroupLayout(kMaxBindGroups));
ASSERT_DEVICE_ERROR(RenderPipelineFromFragmentShader(R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})")
.GetBindGroupLayout(kMaxBindGroups + 1));
}
@ -991,10 +991,10 @@ TEST_F(GetBindGroupLayoutTests, UnusedIndex) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms0 : S;
[[group(2), binding(0)]] var<uniform> uniforms2 : S;
@group(0) @binding(0) var<uniform> uniforms0 : S;
@group(2) @binding(0) var<uniform> uniforms2 : S;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
var pos : vec4<f32> = uniforms0.pos;
pos = uniforms2.pos;
})");
@ -1044,15 +1044,15 @@ TEST_F(GetBindGroupLayoutTests, Reflection) {
struct S {
pos : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
var pos : vec4<f32> = uniforms.pos;
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDesc;
@ -1085,14 +1085,14 @@ TEST_F(GetBindGroupLayoutTests, FromCorrectEntryPoint) {
struct Data {
data : f32;
};
[[group(0), binding(0)]] var<storage, read_write> data0 : Data;
[[group(0), binding(1)]] var<storage, read_write> data1 : Data;
@group(0) @binding(0) var<storage, read_write> data0 : Data;
@group(0) @binding(1) var<storage, read_write> data1 : Data;
[[stage(compute), workgroup_size(1)]] fn compute0() {
@stage(compute) @workgroup_size(1) fn compute0() {
data0.data = 0.0;
}
[[stage(compute), workgroup_size(1)]] fn compute1() {
@stage(compute) @workgroup_size(1) fn compute1() {
data1.data = 0.0;
}
)");

View File

@ -19,16 +19,16 @@
#include "utils/WGPUHelpers.h"
class IndexBufferValidationTest : public ValidationTest {
protected:
protected:
wgpu::RenderPipeline MakeTestPipeline(wgpu::IndexFormat format,
wgpu::PrimitiveTopology primitiveTopology) {
wgpu::PrimitiveTopology primitiveTopology) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
@ -151,10 +151,10 @@ TEST_F(IndexBufferValidationTest, IndexBufferOffsetOOBValidation) {
// Test that formats given when setting an index buffers must match the format specified on the
// pipeline for strip primitive topologies.
TEST_F(IndexBufferValidationTest, IndexBufferFormatMatchesPipelineStripFormat) {
wgpu::RenderPipeline pipeline32 = MakeTestPipeline(wgpu::IndexFormat::Uint32,
wgpu::PrimitiveTopology::TriangleStrip);
wgpu::RenderPipeline pipeline16 = MakeTestPipeline(wgpu::IndexFormat::Uint16,
wgpu::PrimitiveTopology::LineStrip);
wgpu::RenderPipeline pipeline32 =
MakeTestPipeline(wgpu::IndexFormat::Uint32, wgpu::PrimitiveTopology::TriangleStrip);
wgpu::RenderPipeline pipeline16 =
MakeTestPipeline(wgpu::IndexFormat::Uint16, wgpu::PrimitiveTopology::LineStrip);
wgpu::RenderPipeline pipelineUndef =
MakeTestPipeline(wgpu::IndexFormat::Undefined, wgpu::PrimitiveTopology::LineStrip);

View File

@ -502,12 +502,12 @@ TEST_F(LabelTest, RenderPipeline) {
std::string label = "test";
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
@ -544,7 +544,7 @@ TEST_F(LabelTest, ComputePipeline) {
std::string label = "test";
wgpu::ShaderModule computeModule = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, nullptr);
wgpu::ComputePipelineDescriptor descriptor;
@ -581,7 +581,7 @@ TEST_F(LabelTest, ShaderModule) {
std::string label = "test";
const char* source = R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})";
wgpu::ShaderModuleWGSLDescriptor wgslDesc;
@ -611,4 +611,4 @@ TEST_F(LabelTest, ShaderModule) {
std::string readbackLabel = dawn::native::GetObjectLabelForTesting(shaderModule.Get());
ASSERT_EQ(label, readbackLabel);
}
}
}

View File

@ -74,7 +74,7 @@ namespace {
size_t index = 0;
for (const BindingDescriptor& b : bindings) {
ostream << "struct S" << index << " { " << b.decl << "};\n";
ostream << "[[group(" << b.group << "), binding(" << b.binding << ")]] ";
ostream << "@group(" << b.group << ") @binding(" << b.binding << ") ";
switch (b.type) {
case wgpu::BufferBindingType::Uniform:
ostream << "var<uniform> b" << index << " : S" << index << ";\n";
@ -115,21 +115,21 @@ namespace {
// Creates a compute shader with given bindings
std::string CreateComputeShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
return kStructs + GenerateBindingString(bindings) +
"[[stage(compute), workgroup_size(1,1,1)]] fn main() {\n" +
"@stage(compute) @workgroup_size(1,1,1) fn main() {\n" +
GenerateReferenceString(bindings, wgpu::ShaderStage::Compute) + "}";
}
// Creates a vertex shader with given bindings
std::string CreateVertexShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
return kStructs + GenerateBindingString(bindings) +
"[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {\n" +
"@stage(vertex) fn main() -> @builtin(position) vec4<f32> {\n" +
GenerateReferenceString(bindings, wgpu::ShaderStage::Vertex) +
"\n return vec4<f32>(); " + "}";
}
// Creates a fragment shader with given bindings
std::string CreateFragmentShaderWithBindings(const std::vector<BindingDescriptor>& bindings) {
return kStructs + GenerateBindingString(bindings) + "[[stage(fragment)]] fn main() {\n" +
return kStructs + GenerateBindingString(bindings) + "@stage(fragment) fn main() {\n" +
GenerateReferenceString(bindings, wgpu::ShaderStage::Fragment) + "}";
}
@ -565,11 +565,10 @@ TEST_F(MinBufferSizeDefaultLayoutTests, MultipleBindGroups) {
// Test the minimum size computations with manual size/align/stride decorations.
TEST_F(MinBufferSizeDefaultLayoutTests, NonDefaultLayout) {
CheckShaderBindingSizeReflection(
{{{0, 0, "[[size(256)]] a : u32; b : u32;", "u32", "a", 260},
{0, 1, "c : u32; [[align(16)]] d : u32;", "u32", "c", 20},
{0, 2, "d : [[stride(40)]] array<u32, 3>;", "u32", "d[0]", 120},
{0, 3, "e : [[stride(40)]] array<u32>;", "u32", "e[0]", 40}}});
CheckShaderBindingSizeReflection({{{0, 0, "@size(256) a : u32; b : u32;", "u32", "a", 260},
{0, 1, "c : u32; @align(16) d : u32;", "u32", "c", 20},
{0, 2, "d : @stride(40) array<u32, 3>;", "u32", "d[0]", 120},
{0, 3, "e : @stride(40) array<u32>;", "u32", "e[0]", 40}}});
}
// Minimum size should be the max requirement of both vertex and fragment stages.

View File

@ -33,7 +33,7 @@ TEST_F(MultipleDeviceTest, ValidatesSameDevice) {
TEST_F(MultipleDeviceTest, ValidatesSameDeviceCreatePipelineAsync) {
wgpu::ShaderModuleWGSLDescriptor wgslDesc = {};
wgslDesc.source = R"(
[[stage(compute), workgroup_size(1, 1, 1)]] fn main() {
@stage(compute) @workgroup_size(1, 1, 1) fn main() {
}
)";

View File

@ -20,19 +20,19 @@ class ComputePipelineOverridableConstantsValidationTest : public ValidationTest
protected:
void SetUpShadersWithDefaultValueConstants() {
computeModule = utils::CreateShaderModule(device, R"(
[[override]] let c0: bool = true; // type: bool
[[override]] let c1: bool = false; // default override
[[override]] let c2: f32 = 0.0; // type: float32
[[override]] let c3: f32 = 0.0; // default override
[[override]] let c4: f32 = 4.0; // default
[[override]] let c5: i32 = 0; // type: int32
[[override]] let c6: i32 = 0; // default override
[[override]] let c7: i32 = 7; // default
[[override]] let c8: u32 = 0u; // type: uint32
[[override]] let c9: u32 = 0u; // default override
[[override(1000)]] let c10: u32 = 10u; // default
@override let c0: bool = true; // type: bool
@override let c1: bool = false; // default override
@override let c2: f32 = 0.0; // type: float32
@override let c3: f32 = 0.0; // default override
@override let c4: f32 = 4.0; // default
@override let c5: i32 = 0; // type: int32
@override let c6: i32 = 0; // default override
@override let c7: i32 = 7; // default
@override let c8: u32 = 0u; // type: uint32
@override let c9: u32 = 0u; // default override
@override(1000) let c10: u32 = 10u; // default
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
// make sure the overridable constants are not optimized out
_ = u32(c0);
_ = u32(c1);
@ -50,19 +50,19 @@ class ComputePipelineOverridableConstantsValidationTest : public ValidationTest
void SetUpShadersWithUninitializedConstants() {
computeModule = utils::CreateShaderModule(device, R"(
[[override]] let c0: bool; // type: bool
[[override]] let c1: bool = false; // default override
[[override]] let c2: f32; // type: float32
[[override]] let c3: f32 = 0.0; // default override
[[override]] let c4: f32 = 4.0; // default
[[override]] let c5: i32; // type: int32
[[override]] let c6: i32 = 0; // default override
[[override]] let c7: i32 = 7; // default
[[override]] let c8: u32; // type: uint32
[[override]] let c9: u32 = 0u; // default override
[[override(1000)]] let c10: u32 = 10u; // default
@override let c0: bool; // type: bool
@override let c1: bool = false; // default override
@override let c2: f32; // type: float32
@override let c3: f32 = 0.0; // default override
@override let c4: f32 = 4.0; // default
@override let c5: i32; // type: int32
@override let c6: i32 = 0; // default override
@override let c7: i32 = 7; // default
@override let c8: u32; // type: uint32
@override let c9: u32 = 0u; // default override
@override(1000) let c10: u32 = 10u; // default
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
// make sure the overridable constants are not optimized out
_ = u32(c0);
_ = u32(c1);
@ -209,4 +209,4 @@ TEST_F(ComputePipelineOverridableConstantsValidationTest, ConstantsIdentifierUni
std::vector<wgpu::ConstantEntry> constants{{nullptr, "c10", 0}};
ASSERT_DEVICE_ERROR(TestCreatePipeline(constants));
}
}
}

View File

@ -33,11 +33,11 @@ namespace {
// Create a NoOp pipeline
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
pipelineDescriptor.cFragment.targets = nullptr;
pipelineDescriptor.cFragment.targetCount = 0;

View File

@ -175,12 +175,12 @@ namespace {
};
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
@ -211,7 +211,7 @@ namespace {
wgpu::ComputePipelineDescriptor descriptor;
descriptor.compute.module = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
descriptor.compute.entryPoint = "main";
device.CreateComputePipelineAsync(&descriptor, callback, &callbackData);
@ -236,7 +236,7 @@ namespace {
cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, testBGL});
cpDesc.compute.entryPoint = "main";
cpDesc.compute.module =
utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}");
utils::CreateShaderModule(device, "@stage(compute) @workgroup_size(1) fn main() {}");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::BufferDescriptor bufDesc;
@ -304,7 +304,7 @@ namespace {
cpDesc.layout = utils::MakePipelineLayout(device, {emptyBGL, emptyBGL, testBGL});
cpDesc.compute.entryPoint = "main";
cpDesc.compute.module =
utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}");
utils::CreateShaderModule(device, "@stage(compute) @workgroup_size(1) fn main() {}");
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&cpDesc);
wgpu::TextureDescriptor texDesc;

View File

@ -31,9 +31,9 @@ namespace {
struct S {
transform : mat2x2<f32>;
};
[[group(0), binding(0)]] var<uniform> uniforms : S;
@group(0) @binding(0) var<uniform> uniforms : S;
[[stage(vertex)]] fn main([[location(0)]] pos : vec2<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(@location(0) pos : vec2<f32>) -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -41,14 +41,14 @@ namespace {
struct Uniforms {
color : vec4<f32>;
};
[[group(1), binding(0)]] var<uniform> uniforms : Uniforms;
@group(1) @binding(0) var<uniform> uniforms : Uniforms;
struct Storage {
dummy : array<f32>;
};
[[group(1), binding(1)]] var<storage, read_write> ssbo : Storage;
@group(1) @binding(1) var<storage, read_write> ssbo : Storage;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
wgpu::BindGroupLayout bgls[] = {

View File

@ -27,17 +27,17 @@ class RenderPipelineValidationTest : public ValidationTest {
ValidationTest::SetUp();
vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
fsModuleUint = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<u32> {
@stage(fragment) fn main() -> @location(0) vec4<u32> {
return vec4<u32>(0u, 255u, 0u, 255u);
})");
}
@ -288,7 +288,7 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputFormatCompatibility) {
descriptor.vertex.module = vsModule;
std::ostringstream stream;
stream << R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<)"
@stage(fragment) fn main() -> @location(0) vec4<)"
<< kScalarTypes[i] << R"(> {
var result : vec4<)"
<< kScalarTypes[i] << R"(>;
@ -329,7 +329,7 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputComponentCountCompatibility)
std::ostringstream stream;
stream << R"(
[[stage(fragment)]] fn main() -> [[location(0)]] )";
@stage(fragment) fn main() -> @location(0) )";
switch (componentCount) {
case 1:
stream << R"(f32 {
@ -737,10 +737,10 @@ TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
std::ostringstream stream;
stream << R"(
[[group(0), binding(0)]] var myTexture : texture_2d<)"
@group(0) @binding(0) var myTexture : texture_2d<)"
<< kScalarTypes[i] << R"(>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})";
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
@ -787,9 +787,9 @@ TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
std::ostringstream stream;
stream << R"(
[[group(0), binding(0)]] var myTexture : )"
@group(0) @binding(0) var myTexture : )"
<< kTextureKeywords[i] << R"(<f32>;
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
textureDimensions(myTexture);
})";
descriptor.cFragment.module = utils::CreateShaderModule(device, stream.str().c_str());
@ -816,8 +816,8 @@ TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
struct Dst {
data : array<u32, 100>;
};
[[group(0), binding(0)]] var<storage, read_write> dst : Dst;
[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@group(0) @binding(0) var<storage, read_write> dst : Dst;
@stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
dst.data[VertexIndex] = 0x1234u;
return vec4<f32>();
})");
@ -918,11 +918,11 @@ TEST_F(RenderPipelineValidationTest, DepthCompareUndefinedIsError) {
// Test that the entryPoint names must be present for the correct stage in the shader module.
TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex_main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex_main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
[[stage(fragment)]] fn fragment_main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fragment_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
@ -964,12 +964,12 @@ TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
// Test that vertex attrib validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn vertex0([[location(0)]] attrib0 : vec4<f32>)
-> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex0(@location(0) attrib0 : vec4<f32>)
-> @builtin(position) vec4<f32> {
return attrib0;
}
[[stage(vertex)]] fn vertex1([[location(1)]] attrib1 : vec4<f32>)
-> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex1(@location(1) attrib1 : vec4<f32>)
-> @builtin(position) vec4<f32> {
return attrib1;
}
)");
@ -1006,10 +1006,10 @@ TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
// Test that fragment output validation is for the correct entryPoint
TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn fragmentFloat() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn fragmentFloat() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
[[stage(fragment)]] fn fragmentUint() -> [[location(0)]] vec4<u32> {
@stage(fragment) fn fragmentUint() -> @location(0) vec4<u32> {
return vec4<u32>(0u, 0u, 0u, 0u);
}
)");
@ -1040,33 +1040,33 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
// Test that unwritten fragment outputs must have a write mask of 0.
TEST_F(RenderPipelineValidationTest, UnwrittenFragmentOutputsMask0) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
}
)");
wgpu::ShaderModule fsModuleWriteNone = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {}
@stage(fragment) fn main() {}
)");
wgpu::ShaderModule fsModuleWrite0 = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>();
}
)");
wgpu::ShaderModule fsModuleWrite1 = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(1)]] vec4<f32> {
@stage(fragment) fn main() -> @location(1) vec4<f32> {
return vec4<f32>();
}
)");
wgpu::ShaderModule fsModuleWriteBoth = utils::CreateShaderModule(device, R"(
struct FragmentOut {
[[location(0)]] target0 : vec4<f32>;
[[location(1)]] target1 : vec4<f32>;
@location(0) target0 : vec4<f32>;
@location(1) target1 : vec4<f32>;
};
[[stage(fragment)]] fn main() -> FragmentOut {
@stage(fragment) fn main() -> FragmentOut {
var out : FragmentOut;
return out;
}
@ -1175,13 +1175,13 @@ TEST_F(RenderPipelineValidationTest, BindingsFromCorrectEntryPoint) {
struct Uniforms {
data : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> var0 : Uniforms;
[[group(0), binding(1)]] var<uniform> var1 : Uniforms;
@group(0) @binding(0) var<uniform> var0 : Uniforms;
@group(0) @binding(1) var<uniform> var1 : Uniforms;
[[stage(vertex)]] fn vertex0() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex0() -> @builtin(position) vec4<f32> {
return var0.data;
}
[[stage(vertex)]] fn vertex1() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn vertex1() -> @builtin(position) vec4<f32> {
return var1.data;
}
)");
@ -1272,34 +1272,34 @@ class InterStageVariableMatchingValidationTest : public RenderPipelineValidation
TEST_F(InterStageVariableMatchingValidationTest, MissingDeclarationAtSameLocation) {
wgpu::ShaderModule vertexModuleOutputAtLocation0 = utils::CreateShaderModule(device, R"(
struct A {
[[location(0)]] vout: f32;
[[builtin(position)]] pos: vec4<f32>;
@location(0) vout: f32;
@builtin(position) pos: vec4<f32>;
};
[[stage(vertex)]] fn main() -> A {
@stage(vertex) fn main() -> A {
var vertexOut: A;
vertexOut.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return vertexOut;
})");
wgpu::ShaderModule fragmentModuleAtLocation0 = utils::CreateShaderModule(device, R"(
struct B {
[[location(0)]] fin: f32;
@location(0) fin: f32;
};
[[stage(fragment)]] fn main(fragmentIn: B) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(fragmentIn: B) -> @location(0) vec4<f32> {
return vec4<f32>(fragmentIn.fin, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule fragmentModuleInputAtLocation1 = utils::CreateShaderModule(device, R"(
struct A {
[[location(1)]] vout: f32;
@location(1) vout: f32;
};
[[stage(fragment)]] fn main(vertexOut: A) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(vertexOut: A) -> @location(0) vec4<f32> {
return vec4<f32>(vertexOut.vout, 0.0, 0.0, 1.0);
})");
wgpu::ShaderModule vertexModuleOutputAtLocation1 = utils::CreateShaderModule(device, R"(
struct B {
[[location(1)]] fin: f32;
[[builtin(position)]] pos: vec4<f32>;
@location(1) fin: f32;
@builtin(position) pos: vec4<f32>;
};
[[stage(vertex)]] fn main() -> B {
@stage(vertex) fn main() -> B {
var fragmentIn: B;
fragmentIn.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return fragmentIn;
@ -1334,15 +1334,15 @@ TEST_F(InterStageVariableMatchingValidationTest, DifferentTypeAtSameLocation) {
std::string interfaceDeclaration;
{
std::ostringstream sstream;
sstream << "struct A { [[location(0)]] a: " << kTypes[i] << ";" << std::endl;
sstream << "struct A { @location(0) a: " << kTypes[i] << ";" << std::endl;
interfaceDeclaration = sstream.str();
}
{
std::ostringstream vertexStream;
vertexStream << interfaceDeclaration << R"(
[[builtin(position)]] pos: vec4<f32>;
@builtin(position) pos: vec4<f32>;
};
[[stage(vertex)]] fn main() -> A {
@stage(vertex) fn main() -> A {
var vertexOut: A;
vertexOut.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return vertexOut;
@ -1353,7 +1353,7 @@ TEST_F(InterStageVariableMatchingValidationTest, DifferentTypeAtSameLocation) {
std::ostringstream fragmentStream;
fragmentStream << interfaceDeclaration << R"(
};
[[stage(fragment)]] fn main(fragmentIn: A) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(fragmentIn: A) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})";
fragmentModules[i] = utils::CreateShaderModule(device, fragmentStream.str().c_str());
@ -1420,9 +1420,9 @@ TEST_F(InterStageVariableMatchingValidationTest, DifferentInterpolationAttribute
{
const auto& interpolationAttribute = validInterpolationAttributes[i];
std::ostringstream sstream;
sstream << "struct A { [[location(0)";
sstream << "struct A { @location(0)";
if (interpolationAttribute.interpolationType != InterpolationType::None) {
sstream << ", interpolate("
sstream << " @interpolate("
<< kInterpolationTypeString[static_cast<uint8_t>(
interpolationAttribute.interpolationType)];
if (interpolationAttribute.interpolationSampling != InterpolationSampling::None) {
@ -1432,15 +1432,15 @@ TEST_F(InterStageVariableMatchingValidationTest, DifferentInterpolationAttribute
}
sstream << ")";
}
sstream << " ]] a : vec4<f32>;" << std::endl;
sstream << " a : vec4<f32>;" << std::endl;
interfaceDeclaration = sstream.str();
}
{
std::ostringstream vertexStream;
vertexStream << interfaceDeclaration << R"(
[[builtin(position)]] pos: vec4<f32>;
@builtin(position) pos: vec4<f32>;
};
[[stage(vertex)]] fn main() -> A {
@stage(vertex) fn main() -> A {
var vertexOut: A;
vertexOut.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return vertexOut;
@ -1451,7 +1451,7 @@ TEST_F(InterStageVariableMatchingValidationTest, DifferentInterpolationAttribute
std::ostringstream fragmentStream;
fragmentStream << interfaceDeclaration << R"(
};
[[stage(fragment)]] fn main(fragmentIn: A) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(fragmentIn: A) -> @location(0) vec4<f32> {
return fragmentIn.a;
})";
fragmentModules[i] = utils::CreateShaderModule(device, fragmentStream.str().c_str());
@ -1463,7 +1463,7 @@ TEST_F(InterStageVariableMatchingValidationTest, DifferentInterpolationAttribute
attribute.interpolationSampling};
switch (attribute.interpolationType) {
// If the interpolation attribute is not specified, then
// [[interpolate(perspective, center)]] or [[interpolate(perspective)]] is assumed.
// @interpolate(perspective, center) or @interpolate(perspective) is assumed.
case InterpolationType::None:
appliedAttribute.interpolationType = InterpolationType::Perspective;
appliedAttribute.interpolationSampling = InterpolationSampling::Center;

View File

@ -48,12 +48,12 @@ namespace {
// pipeline. But those bind groups in caller can be used for validation for other purposes.
wgpu::RenderPipeline CreateNoOpRenderPipeline() {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() {
@stage(fragment) fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
@ -65,7 +65,7 @@ namespace {
wgpu::ComputePipeline CreateNoOpComputePipeline(std::vector<wgpu::BindGroupLayout> bgls) {
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
})");
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.layout = utils::MakePipelineLayout(device, std::move(bgls));
@ -756,7 +756,7 @@ namespace {
// Create a passthrough render pipeline with a readonly buffer
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
@ -764,8 +764,8 @@ namespace {
struct RBuffer {
value : f32;
};
[[group(0), binding(0)]] var<storage, read> rBuffer : RBuffer;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var<storage, read> rBuffer : RBuffer;
@stage(fragment) fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;
@ -1573,13 +1573,13 @@ namespace {
{
// Create a passthrough render pipeline with a sampled storage texture
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>();
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var tex : texture_2d<f32>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var tex : texture_2d<f32>;
@stage(fragment) fn main() {
})");
utils::ComboRenderPipelineDescriptor pipelineDescriptor;
pipelineDescriptor.vertex.module = vsModule;

View File

@ -60,8 +60,7 @@ TEST_F(ShaderModuleValidationTest, CreationSuccess) {
// be compiled.
TEST_F(ShaderModuleValidationTest, FragmentOutputLocationExceedsMaxColorAttachments) {
std::ostringstream stream;
stream << "[[stage(fragment)]] fn main() -> [[location(" << kMaxColorAttachments
<< R"()]] vec4<f32> {
stream << "@stage(fragment) fn main() -> @location(" << kMaxColorAttachments << R"() vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})";
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, stream.str().c_str()));
@ -163,7 +162,7 @@ TEST_F(ShaderModuleValidationTest, GetCompilationMessages) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
@ -219,14 +218,14 @@ TEST_F(ShaderModuleValidationTest, MaximumShaderIOLocations) {
std::ostringstream stream;
stream << "struct ShaderIO {" << std::endl;
for (uint32_t location = 1; location <= maximumOutputLocation; ++location) {
stream << "[[location(" << location << ")]] var" << location << ": f32;" << std::endl;
stream << "@location(" << location << ") var" << location << ": f32;" << std::endl;
}
switch (shaderStage) {
case wgpu::ShaderStage::Vertex: {
stream << R"(
[[builtin(position)]] pos: vec4<f32>;
@builtin(position) pos: vec4<f32>;
};
[[stage(vertex)]] fn main() -> ShaderIO {
@stage(vertex) fn main() -> ShaderIO {
var shaderIO : ShaderIO;
shaderIO.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return shaderIO;
@ -236,7 +235,7 @@ TEST_F(ShaderModuleValidationTest, MaximumShaderIOLocations) {
case wgpu::ShaderStage::Fragment: {
stream << R"(
};
[[stage(fragment)]] fn main(shaderIO: ShaderIO) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(shaderIO: ShaderIO) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})";
} break;
@ -293,14 +292,13 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
uint32_t vec4InputLocations = totalUserDefinedInterStageShaderComponentCount / 4;
for (uint32_t location = 0; location < vec4InputLocations; ++location) {
stream << "[[location(" << location << ")]] var" << location << ": vec4<f32>;"
stream << "@location(" << location << ") var" << location << ": vec4<f32>;"
<< std::endl;
}
uint32_t lastComponentCount = totalUserDefinedInterStageShaderComponentCount % 4;
if (lastComponentCount > 0) {
stream << "[[location(" << vec4InputLocations << ")]] var" << vec4InputLocations
<< ": ";
stream << "@location(" << vec4InputLocations << ") var" << vec4InputLocations << ": ";
if (lastComponentCount == 1) {
stream << "f32;";
} else {
@ -312,9 +310,9 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
switch (shaderStage) {
case wgpu::ShaderStage::Vertex: {
stream << R"(
[[builtin(position)]] pos: vec4<f32>;
@builtin(position) pos: vec4<f32>;
};
[[stage(vertex)]] fn main() -> ShaderIO {
@stage(vertex) fn main() -> ShaderIO {
var shaderIO : ShaderIO;
shaderIO.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return shaderIO;
@ -324,7 +322,7 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
case wgpu::ShaderStage::Fragment: {
stream << R"(
};
[[stage(fragment)]] fn main(shaderIO: ShaderIO) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(shaderIO: ShaderIO) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})";
} break;
@ -350,8 +348,8 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, errorFragmentShader.c_str()));
}
// [[position]] should be counted into the maximum inter-stage component count.
// Note that in vertex shader we always have [[position]] so we don't need to specify it
// @position should be counted into the maximum inter-stage component count.
// Note that in vertex shader we always have @position so we don't need to specify it
// again in the parameter "builtInDeclarations" of generateShaderForTest().
{
constexpr uint32_t kInterStageShaderComponentCount = kMaxInterStageShaderComponents - 4;
@ -361,7 +359,7 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
std::string fragmentShader =
generateShaderForTest(kInterStageShaderComponentCount, wgpu::ShaderStage::Fragment,
"[[builtin(position)]] fragCoord: vec4<f32>;");
"@builtin(position) fragCoord: vec4<f32>;");
utils::CreateShaderModule(device, fragmentShader.c_str());
}
@ -373,13 +371,13 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
std::string fragmentShader =
generateShaderForTest(kInterStageShaderComponentCount, wgpu::ShaderStage::Fragment,
"[[builtin(position)]] fragCoord: vec4<f32>;");
"@builtin(position) fragCoord: vec4<f32>;");
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, fragmentShader.c_str()));
}
// [[front_facing]] should be counted into the maximum inter-stage component count.
// front_facing should be counted into the maximum inter-stage component count.
{
const char* builtinDeclaration = "[[builtin(front_facing)]] frontFacing : bool;";
const char* builtinDeclaration = "@builtin(front_facing) frontFacing : bool;";
{
std::string fragmentShader =
@ -395,9 +393,9 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
}
}
// [[sample_index]] should be counted into the maximum inter-stage component count.
// @sample_index should be counted into the maximum inter-stage component count.
{
const char* builtinDeclaration = "[[builtin(sample_index)]] sampleIndex: u32;";
const char* builtinDeclaration = "@builtin(sample_index) sampleIndex: u32;";
{
std::string fragmentShader =
@ -413,9 +411,9 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
}
}
// [[sample_mask]] should be counted into the maximum inter-stage component count.
// @sample_mask should be counted into the maximum inter-stage component count.
{
const char* builtinDeclaration = "[[builtin(front_facing)]] frontFacing : bool;";
const char* builtinDeclaration = "@builtin(front_facing) frontFacing : bool;";
{
std::string fragmentShader =
@ -436,8 +434,7 @@ TEST_F(ShaderModuleValidationTest, MaximumInterStageShaderComponents) {
TEST_F(ShaderModuleValidationTest, ComputeWorkgroupSizeLimits) {
auto MakeShaderWithWorkgroupSize = [this](uint32_t x, uint32_t y, uint32_t z) {
std::ostringstream ss;
ss << "[[stage(compute), workgroup_size(" << x << "," << y << "," << z
<< ")]] fn main() {}";
ss << "@stage(compute) @workgroup_size(" << x << "," << y << "," << z << ") fn main() {}";
utils::CreateShaderModule(device, ss.str().c_str());
};
@ -482,7 +479,7 @@ TEST_F(ShaderModuleValidationTest, ComputeWorkgroupStorageSizeLimits) {
ss << "var<workgroup> mat4_data: array<mat4x4<f32>, " << mat4_count << ">;";
body << "_ = mat4_data;";
}
ss << "[[stage(compute), workgroup_size(1)]] fn main() { " << body.str() << " }";
ss << "@stage(compute) @workgroup_size(1) fn main() { " << body.str() << " }";
utils::CreateShaderModule(device, ss.str().c_str());
};
@ -500,16 +497,16 @@ TEST_F(ShaderModuleValidationTest, ComputeWorkgroupStorageSizeLimits) {
// Test that numeric ID must be unique
TEST_F(ShaderModuleValidationTest, OverridableConstantsNumericIDConflicts) {
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
[[override(1234)]] let c0: u32;
[[override(1234)]] let c1: u32;
@override(1234) let c0: u32;
@override(1234) let c1: u32;
struct Buf {
data : array<u32, 2>;
};
[[group(0), binding(0)]] var<storage, read_write> buf : Buf;
@group(0) @binding(0) var<storage, read_write> buf : Buf;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
// make sure the overridable constants are not optimized out
buf.data[0] = c0;
buf.data[1] = c1;

View File

@ -24,11 +24,11 @@ class StorageTextureValidationTests : public ValidationTest {
ValidationTest::SetUp();
mDefaultVSModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
mDefaultFSModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})");
}
@ -79,10 +79,10 @@ class StorageTextureValidationTests : public ValidationTest {
}
std::ostringstream ostream;
ostream << "[[group(0), binding(0)]] var image0 : " << imageTypeDeclaration << "<"
ostream << "@group(0) @binding(0) var image0 : " << imageTypeDeclaration << "<"
<< imageFormatQualifier << ", " << access
<< ">;\n"
"[[stage(compute), workgroup_size(1)]] fn main() {\n"
"@stage(compute) @workgroup_size(1) fn main() {\n"
" textureDimensions(image0);\n"
"}\n";
@ -117,9 +117,9 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
// Write-only storage textures cannot be declared in a vertex shader.
{
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : texture_storage_2d<rgba8unorm, write>;
[[stage(vertex)]]
fn main([[builtin(vertex_index)]] vertex_index : u32) -> [[builtin(position)]] vec4<f32> {
@group(0) @binding(0) var image0 : texture_storage_2d<rgba8unorm, write>;
@stage(vertex)
fn main(@builtin(vertex_index) vertex_index : u32) -> @builtin(position) vec4<f32> {
textureStore(image0, vec2<i32>(i32(vertex_index), 0), vec4<f32>(1.0, 0.0, 0.0, 1.0));
return vec4<f32>(0.0);
})");
@ -134,8 +134,8 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
// Write-only storage textures can be declared in a fragment shader.
{
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : texture_storage_2d<rgba8unorm, write>;
[[stage(fragment)]] fn main([[builtin(position)]] position : vec4<f32>) {
@group(0) @binding(0) var image0 : texture_storage_2d<rgba8unorm, write>;
@stage(fragment) fn main(@builtin(position) position : vec4<f32>) {
textureStore(image0, vec2<i32>(position.xy), vec4<f32>(1.0, 0.0, 0.0, 1.0));
})");
@ -154,9 +154,9 @@ TEST_F(StorageTextureValidationTests, ComputePipeline) {
// Write-only storage textures can be declared in a compute shader.
{
wgpu::ShaderModule csModule = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(0) var image0 : texture_storage_2d<rgba8unorm, write>;
[[stage(compute), workgroup_size(1)]] fn main([[builtin(local_invocation_id)]] LocalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1) 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));
})");
@ -174,8 +174,8 @@ TEST_F(StorageTextureValidationTests, ReadWriteStorageTexture) {
// Read-write storage textures cannot be declared in a vertex shader by default.
{
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : texture_storage_2d<rgba8unorm, read_write>;
[[stage(vertex)]] fn main() {
@group(0) @binding(0) var image0 : texture_storage_2d<rgba8unorm, read_write>;
@stage(vertex) fn main() {
textureDimensions(image0);
})"));
}
@ -183,8 +183,8 @@ TEST_F(StorageTextureValidationTests, ReadWriteStorageTexture) {
// Read-write storage textures cannot be declared in a fragment shader by default.
{
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : texture_storage_2d<rgba8unorm, read_write>;
[[stage(fragment)]] fn main() {
@group(0) @binding(0) var image0 : texture_storage_2d<rgba8unorm, read_write>;
@stage(fragment) fn main() {
textureDimensions(image0);
})"));
}
@ -192,8 +192,8 @@ TEST_F(StorageTextureValidationTests, ReadWriteStorageTexture) {
// Read-write storage textures cannot be declared in a compute shader by default.
{
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var image0 : texture_storage_2d<rgba8unorm, read_write>;
[[stage(compute), workgroup_size(1)]] fn main() {
@group(0) @binding(0) var image0 : texture_storage_2d<rgba8unorm, read_write>;
@stage(compute) @workgroup_size(1) fn main() {
textureDimensions(image0);
})"));
}

View File

@ -70,7 +70,7 @@ TEST_F(UnsafeAPIValidationTest, PipelineOverridableConstants) {
{
wgpu::ComputePipelineDescriptor pipelineDesc = pipelineDescBase;
pipelineDesc.compute.module =
utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}");
utils::CreateShaderModule(device, "@stage(compute) @workgroup_size(1) fn main() {}");
device.CreateComputePipeline(&pipelineDesc);
}
@ -78,10 +78,10 @@ TEST_F(UnsafeAPIValidationTest, PipelineOverridableConstants) {
// Error case: shader with overridable constant with default value
{
ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, R"(
[[override(1000)]] let c0: u32 = 1u;
[[override(1000)]] let c1: u32;
@override(1000) let c0: u32 = 1u;
@override(1000) let c1: u32;
[[stage(compute), workgroup_size(1)]] fn main() {
@stage(compute) @workgroup_size(1) fn main() {
_ = c0;
_ = c1;
})"));
@ -91,7 +91,7 @@ TEST_F(UnsafeAPIValidationTest, PipelineOverridableConstants) {
{
wgpu::ComputePipelineDescriptor pipelineDesc = pipelineDescBase;
pipelineDesc.compute.module =
utils::CreateShaderModule(device, "[[stage(compute), workgroup_size(1)]] fn main() {}");
utils::CreateShaderModule(device, "@stage(compute) @workgroup_size(1) fn main() {}");
std::vector<wgpu::ConstantEntry> constants{{nullptr, "c", 1u}};
pipelineDesc.compute.constants = constants.data();
pipelineDesc.compute.constantCount = constants.size();

View File

@ -26,7 +26,7 @@ class VertexBufferValidationTest : public ValidationTest {
ValidationTest::SetUp();
fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
})");
}
@ -41,16 +41,16 @@ class VertexBufferValidationTest : public ValidationTest {
wgpu::ShaderModule MakeVertexShader(unsigned int bufferCount) {
std::ostringstream vs;
vs << "[[stage(vertex)]] fn main(\n";
vs << "@stage(vertex) fn main(\n";
for (unsigned int i = 0; i < bufferCount; ++i) {
// TODO(cwallez@chromium.org): remove this special handling of 0 once Tint supports
// trailing commas in argument lists.
if (i != 0) {
vs << ", ";
}
vs << "[[location(" << i << ")]] a_position" << i << " : vec3<f32>\n";
vs << "@location(" << i << ") a_position" << i << " : vec3<f32>\n";
}
vs << ") -> [[builtin(position)]] vec4<f32> {";
vs << ") -> @builtin(position) vec4<f32> {";
vs << "return vec4<f32>(";
for (unsigned int i = 0; i < bufferCount; ++i) {

View File

@ -24,7 +24,7 @@ class VertexStateTest : public ValidationTest {
const char* vertexSource) {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, vertexSource);
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
)");
@ -44,7 +44,7 @@ class VertexStateTest : public ValidationTest {
}
const char* kDummyVertexShader = R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
)";
@ -97,28 +97,28 @@ TEST_F(VertexStateTest, PipelineCompatibility) {
// Control case: pipeline with one input per attribute
CreatePipeline(true, state, R"(
[[stage(vertex)]] fn main(
[[location(0)]] a : vec4<f32>,
[[location(1)]] b : vec4<f32>
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@location(0) a : vec4<f32>,
@location(1) b : vec4<f32>
) -> @builtin(position) vec4<f32> {
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
CreatePipeline(true, state, R"(
[[stage(vertex)]] fn main(
[[location(0)]] a : vec4<f32>
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@location(0) a : vec4<f32>
) -> @builtin(position) vec4<f32> {
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
CreatePipeline(false, state, R"(
[[stage(vertex)]] fn main(
[[location(2)]] a : vec4<f32>
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@location(2) a : vec4<f32>
) -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
)");
@ -359,8 +359,8 @@ TEST_F(VertexStateTest, BaseTypeMatching) {
state.cVertexBuffers[0].attributeCount = 1;
state.cAttributes[0].format = format;
std::string shader = "[[stage(vertex)]] fn main([[location(0)]] attrib : " + shaderType +
R"() -> [[builtin(position)]] vec4<f32> {
std::string shader = "@stage(vertex) fn main(@location(0) attrib : " + shaderType +
R"() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})";
@ -413,7 +413,7 @@ TEST_F(VertexStateTest, BaseTypeMatchingForInexistentInput) {
state.cVertexBuffers[0].attributeCount = 1;
state.cAttributes[0].format = format;
std::string shader = R"([[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
std::string shader = R"(@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})";

View File

@ -41,9 +41,9 @@ class D3D12DescriptorHeapTests : public DawnTest {
mSimpleVSModule = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@builtin(vertex_index) VertexIndex : u32
) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -56,9 +56,9 @@ class D3D12DescriptorHeapTests : public DawnTest {
struct U {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> colorBuffer : U;
@group(0) @binding(0) var<uniform> colorBuffer : U;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return colorBuffer.color;
})");
}
@ -176,13 +176,13 @@ TEST_P(D3D12DescriptorHeapTests, NoSwitchOverSamplerHeap) {
// sampler bindgroup each draw. After HEAP_SIZE + 1 draws, the heaps WILL NOT switch over
// because the sampler heap allocations are de-duplicated.
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main() -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main() -> @builtin(position) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
})");
renderPipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"(
[[group(0), binding(0)]] var sampler0 : sampler;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@group(0) @binding(0) var sampler0 : sampler;
@stage(fragment) fn main() -> @location(0) vec4<f32> {
_ = sampler0;
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
})");
@ -447,9 +447,9 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBO) {
struct U {
heapSize : f32;
};
[[group(0), binding(0)]] var<uniform> buffer0 : U;
@group(0) @binding(0) var<uniform> buffer0 : U;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return vec4<f32>(buffer0.heapSize, 0.0, 0.0, 1.0);
})");
@ -780,11 +780,11 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
struct U {
transform : mat2x2<f32>;
};
[[group(0), binding(0)]] var<uniform> buffer0 : U;
@group(0) @binding(0) var<uniform> buffer0 : U;
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@builtin(vertex_index) VertexIndex : u32
) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -796,13 +796,13 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
struct U {
color : vec4<f32>;
};
[[group(0), binding(1)]] var sampler0 : sampler;
[[group(0), binding(2)]] var texture0 : texture_2d<f32>;
[[group(0), binding(3)]] var<uniform> buffer0 : U;
@group(0) @binding(1) var sampler0 : sampler;
@group(0) @binding(2) var texture0 : texture_2d<f32>;
@group(0) @binding(3) var<uniform> buffer0 : U;
[[stage(fragment)]] fn main(
[[builtin(position)]] FragCoord : vec4<f32>
) -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main(
@builtin(position) FragCoord : vec4<f32>
) -> @location(0) vec4<f32> {
return textureSample(texture0, sampler0, FragCoord.xy) + buffer0.color;
})");

View File

@ -341,9 +341,9 @@ TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
// 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.
renderPipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"(
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
@stage(vertex) fn main(
@builtin(vertex_index) VertexIndex : u32
) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0),
@ -356,9 +356,9 @@ TEST_P(D3D12DescriptorResidencyTests, SwitchedViewHeapResidency) {
struct U {
color : vec4<f32>;
};
[[group(0), binding(0)]] var<uniform> colorBuffer : U;
@group(0) @binding(0) var<uniform> colorBuffer : U;
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment) fn main() -> @location(0) vec4<f32> {
return colorBuffer.color;
})");

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