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test: Add E2E test coverage for shader IO
This provides much more complete coverage than what we have in the unit tests. We now test: - All builtins, for all stages, both struct and non-struct - Multiple location attributes for vertex and fragment stages, both struct and non-struct - Mixing builtins and location attributes, whilst mixing struct and non-struct - A few "interesting" cases of IO structs being shared between different functions, stages, and with an SSBO variable There are 7 skipped tests for MSL due to two different MSL bugs which will be fixed in upcoming patches. Change-Id: I8b802591762c8ff018e01bf37838551e353162b1 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53120 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Auto-Submit: James Price <jrprice@google.com>
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Tint LUCI CQ
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16
test/shader_io/compute_input_builtins_struct.wgsl
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16
test/shader_io/compute_input_builtins_struct.wgsl
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@@ -0,0 +1,16 @@
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struct ComputeInputs {
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[[builtin(local_invocation_id)]] local_invocation_id : vec3<u32>;
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[[builtin(local_invocation_index)]] local_invocation_index : u32;
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[[builtin(global_invocation_id)]] global_invocation_id : vec3<u32>;
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[[builtin(workgroup_id)]] workgroup_id : vec3<u32>;
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// TODO(crbug.com/tint/752): [[builtin(num_workgroups)]] num_workgroups : vec3<u32>;
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};
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[[stage(compute)]]
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fn main(inputs : ComputeInputs) {
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let foo : u32 =
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inputs.local_invocation_id.x +
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inputs.local_invocation_index +
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inputs.global_invocation_id.x +
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inputs.workgroup_id.x;
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}
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