Update CullingTests to use WGSL

Bug: dawn:572
Change-Id: Iacaec3b0a56b357159c8beff26229812538c68b6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32508
Reviewed-by: dan sinclair <dsinclair@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
Austin Eng 2020-11-13 18:18:22 +00:00 committed by Commit Bot service account
parent 53c5cbeaf5
commit b1cdcffef4
1 changed files with 30 additions and 23 deletions

View File

@ -25,31 +25,38 @@ class CullingTest : public DawnTest {
// Draw two triangles with different winding orders: // Draw two triangles with different winding orders:
// 1. The top-left one is counterclockwise (CCW) // 1. The top-left one is counterclockwise (CCW)
// 2. The bottom-right one is clockwise (CW) // 2. The bottom-right one is clockwise (CW)
const char* vs = pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
R"(#version 450 const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
const vec2 pos[6] = vec2[6](vec2(-1.0f, 1.0f), vec2<f32>(-1.0, 1.0),
vec2(-1.0f, 0.0f), vec2<f32>(-1.0, 0.0),
vec2( 0.0f, 1.0f), vec2<f32>( 0.0, 1.0),
vec2( 0.0f, -1.0f), vec2<f32>( 0.0, -1.0),
vec2( 1.0f, 0.0f), vec2<f32>( 1.0, 0.0),
vec2( 1.0f, -1.0f)); vec2<f32>( 1.0, -1.0));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})";
pipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
// gl_FragCoord of pixel(x, y) in framebuffer coordinate is (x + 0.5, y + 0.5). And we use [[builtin(vertex_idx)]] var<in> VertexIndex : i32;
// RGBA8 format for the back buffer. So (gl_FragCoord.xy - vec2(0.5)) / 255 in shader code [[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]]
fn main() -> void {
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
return;
})");
// FragCoord of pixel(x, y) in framebuffer coordinate is (x + 0.5, y + 0.5). And we use
// 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. // will make the pixel's R and G channels exactly equal to the pixel's x and y coordinates.
const char* fs = pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
R"(#version 450 [[location(0)]] var<out> fragColor : vec4<f32>;;
layout(location = 0) out vec4 fragColor; [[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
void main() {
fragColor = vec4((gl_FragCoord.xy - vec2(0.5)) / 255, 0.0, 1.0); [[stage(fragment)]]
})"; fn main() -> void {
pipelineDescriptor.cFragmentStage.module = fragColor = vec4<f32>(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs); (FragCoord.xy - vec2<f32>(0.5, 0.5)) / vec2<f32>(255.0, 255.0),
0.0, 1.0);
return;
})");
// Set culling mode and front face according to the parameters // Set culling mode and front face according to the parameters
pipelineDescriptor.cRasterizationState.frontFace = frontFace; pipelineDescriptor.cRasterizationState.frontFace = frontFace;