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>
This commit is contained in:
James Price
2021-06-03 09:38:34 +00:00
committed by Tint LUCI CQ
parent 142143109a
commit bb0496e52a
120 changed files with 3179 additions and 0 deletions

View File

@@ -0,0 +1,16 @@
struct VertexOutput {
[[builtin(position)]] pos : vec4<f32>;
[[location(0)]] loc0 : i32;
};
fn foo(x : f32) -> VertexOutput {
return VertexOutput(vec4<f32>(x, x, x, 1.0), 42);
}
fn vert_main1() -> VertexOutput {
return foo(0.5);
}
fn vert_main2() -> VertexOutput {
return foo(0.25);
}