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>
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src/tests/end2end
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@ -31,24 +31,23 @@ class RenderBundleTest : public DawnTest {
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule =
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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[[location(0)]] var<in> pos : vec4<f32>;
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#version 450
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[[builtin(position)]] var<out> Position : vec4<f32>;
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layout(location = 0) in vec4 pos;
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[[stage(vertex)]] fn main() -> void {
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void main() {
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Position = pos;
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gl_Position = pos;
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})");
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})");
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wgpu::ShaderModule fsModule =
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;
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#version 450
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[[block]] struct Ubo {
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layout(location = 0) out vec4 fragColor;
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[[offset(0)]] color : vec4<f32>;
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layout (set = 0, binding = 0) uniform fragmentUniformBuffer {
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};
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vec4 color;
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[[set(0), binding(0)]] var<uniform> fragmentUniformBuffer : Ubo;
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};
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void main() {
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[[stage(fragment)]] fn main() -> void {
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fragColor = color;
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fragColor = fragmentUniformBuffer.color;
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})");
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})");
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utils::ComboRenderPipelineDescriptor descriptor(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.vertexStage.module = vsModule;
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