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>
This commit is contained in:
Austin Eng 2020-11-13 17:47:29 +00:00 committed by Commit Bot service account
parent e08776ae09
commit c2eb8653ac
1 changed files with 27 additions and 22 deletions

View File

@ -139,29 +139,34 @@ class CompressedTextureBCFormatTest : public DawnTest {
ASSERT(IsBCFormatSupported());
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(location=0) out vec2 texCoord;
void main() {
const vec2 pos[3] = vec2[3](
vec2(-3.0f, 1.0f),
vec2( 3.0f, 1.0f),
vec2( 0.0f, -2.0f)
);
gl_Position = vec4(pos[gl_VertexIndex], 0.0f, 1.0f);
texCoord = vec2(gl_Position.x / 2.0f, -gl_Position.y / 2.0f) + vec2(0.5f);
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler sampler0;
layout(set = 0, binding = 1) uniform texture2D texture0;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[location(0)]] var<out> texCoord : vec2 <f32>;
void main() {
fragColor = texture(sampler2D(texture0, sampler0), texCoord);
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
[[stage(vertex)]]
fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-3.0, 1.0),
vec2<f32>( 3.0, 1.0),
vec2<f32>( 0.0, -2.0)
);
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
texCoord = vec2<f32>(Position.x / 2.0, -Position.y / 2.0) + vec2<f32>(0.5, 0.5);
return;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[set(0), binding(0)]] var<uniform_constant> sampler0 : sampler;
[[set(0), binding(1)]] var<uniform_constant> texture0 : texture_2d<f32>;
[[location(0)]] var<in> texCoord : vec2<f32>;
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
fragColor = textureSample(texture0, sampler0, texCoord);
return;
})");
renderPipelineDescriptor.vertexStage.module = vsModule;
renderPipelineDescriptor.cFragmentStage.module = fsModule;