Update RenderBundleTests to use WGSL

Bug: dawn:572
Change-Id: Ide2ec5c70cc4f0abe8374bd9262ef9da02c9a4ad
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33881
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
Austin Eng 2020-11-26 15:36:26 +00:00 committed by Commit Bot service account
parent a3e7e69dd7
commit d7f4e808e7
1 changed files with 16 additions and 17 deletions
src/tests/end2end

View File

@ -31,24 +31,23 @@ class RenderBundleTest : public DawnTest {
renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( [[location(0)]] var<in> pos : vec4<f32>;
#version 450 [[builtin(position)]] var<out> Position : vec4<f32>;
layout(location = 0) in vec4 pos; [[stage(vertex)]] fn main() -> void {
void main() { Position = pos;
gl_Position = pos; })");
})");
wgpu::ShaderModule fsModule = wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( [[location(0)]] var<out> fragColor : vec4<f32>;
#version 450 [[block]] struct Ubo {
layout(location = 0) out vec4 fragColor; [[offset(0)]] color : vec4<f32>;
layout (set = 0, binding = 0) uniform fragmentUniformBuffer { };
vec4 color; [[set(0), binding(0)]] var<uniform> fragmentUniformBuffer : Ubo;
};
void main() { [[stage(fragment)]] fn main() -> void {
fragColor = color; fragColor = fragmentUniformBuffer.color;
})"); })");
utils::ComboRenderPipelineDescriptor descriptor(device); utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule; descriptor.vertexStage.module = vsModule;