Update CompressedTextureFormatTests to use WGSL
Bug: dawn:572 Change-Id: Ie2fbe2c24ee5ec93e145018a1251f8a11f457ee9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32504 Reviewed-by: dan sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
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@ -139,29 +139,34 @@ class CompressedTextureBCFormatTest : public DawnTest {
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ASSERT(IsBCFormatSupported());
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(location=0) out vec2 texCoord;
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void main() {
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const vec2 pos[3] = vec2[3](
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vec2(-3.0f, 1.0f),
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vec2( 3.0f, 1.0f),
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vec2( 0.0f, -2.0f)
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);
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gl_Position = vec4(pos[gl_VertexIndex], 0.0f, 1.0f);
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texCoord = vec2(gl_Position.x / 2.0f, -gl_Position.y / 2.0f) + vec2(0.5f);
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})");
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler sampler0;
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layout(set = 0, binding = 1) uniform texture2D texture0;
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layout(location = 0) in vec2 texCoord;
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layout(location = 0) out vec4 fragColor;
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[location(0)]] var<out> texCoord : vec2 <f32>;
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void main() {
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fragColor = texture(sampler2D(texture0, sampler0), texCoord);
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[stage(vertex)]]
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fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-3.0, 1.0),
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vec2<f32>( 3.0, 1.0),
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vec2<f32>( 0.0, -2.0)
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);
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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texCoord = vec2<f32>(Position.x / 2.0, -Position.y / 2.0) + vec2<f32>(0.5, 0.5);
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return;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> sampler0 : sampler;
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[[set(0), binding(1)]] var<uniform_constant> texture0 : texture_2d<f32>;
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[[location(0)]] var<in> texCoord : vec2<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]]
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fn main() -> void {
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fragColor = textureSample(texture0, sampler0, texCoord);
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return;
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})");
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renderPipelineDescriptor.vertexStage.module = vsModule;
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renderPipelineDescriptor.cFragmentStage.module = fsModule;
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