Update DepthBiasTests to use WGSL
Bug: dawn:572 Change-Id: Ie221813162792229bf53f4123c262be929256f39 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32509 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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@ -36,35 +36,50 @@ class DepthBiasTests : public DawnTest {
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case QuadAngle::Flat:
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// Draw a square at z = 0.25
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vertexSource = R"(
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#version 450
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void main() {
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const vec2 pos[6] = vec2[6](vec2(-1.f, -1.f), vec2(1.f, -1.f), vec2(-1.f, 1.f),
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vec2(-1.f, 1.f), vec2(1.f, -1.f), vec2( 1.f, 1.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.25f, 1.f);
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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fn main() -> void {
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const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>( 1.0, 1.0));
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Position = vec4<f32>(pos[VertexIndex], 0.25, 1.0);
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return;
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})";
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break;
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case QuadAngle::TiltedX:
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// Draw a square ranging from 0 to 0.5, bottom to top
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vertexSource = R"(
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#version 450
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void main() {
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const vec3 pos[6] = vec3[6](vec3(-1.f, -1.f, 0.f ), vec3(1.f, -1.f, 0.f), vec3(-1.f, 1.f, 0.5f),
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vec3(-1.f, 1.f, 0.5f), vec3(1.f, -1.f, 0.f), vec3( 1.f, 1.f, 0.5f));
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gl_Position = vec4(pos[gl_VertexIndex], 1.f);
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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fn main() -> void {
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const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(
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vec3<f32>(-1.0, -1.0, 0.0),
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vec3<f32>( 1.0, -1.0, 0.0),
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vec3<f32>(-1.0, 1.0, 0.5),
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vec3<f32>(-1.0, 1.0, 0.5),
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vec3<f32>( 1.0, -1.0, 0.0),
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vec3<f32>( 1.0, 1.0, 0.5));
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Position = vec4<f32>(pos[VertexIndex], 1.0);
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return;
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})";
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break;
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}
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wgpu::ShaderModule vertexModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vertexSource);
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wgpu::ShaderModule vertexModule = utils::CreateShaderModuleFromWGSL(device, vertexSource);
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wgpu::ShaderModule fragmentModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.f, 0.f, 0.f, 1.f);
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wgpu::ShaderModule fragmentModule = utils::CreateShaderModuleFromWGSL(device, R"(
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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 = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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})");
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{
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