Update ColorStateTests to use WGSL
Bug: dawn:572 Change-Id: Id94d249c76098bcce0351fb8cca06879db75d638 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32503 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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@ -29,11 +29,18 @@ class ColorStateTest : public DawnTest {
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void SetUp() override {
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DawnTest::SetUp();
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vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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void main() {
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const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(3.f, -1.f), vec2(-1.f, 3.f));
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gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f);
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vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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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>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(3.0, -1.0),
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vec2<f32>(-1.0, 3.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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return;
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}
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)");
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@ -48,17 +55,19 @@ class ColorStateTest : public DawnTest {
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// Set up basePipeline and testPipeline. testPipeline has the given blend state on the first
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// attachment. basePipeline has no blending
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void SetupSingleSourcePipelines(wgpu::ColorStateDescriptor colorStateDescriptor) {
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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 myBlock {
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vec4 color;
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} myUbo;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct MyBlock {
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[[offset(0)]] color : vec4<f32>;
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};
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layout(location = 0) out vec4 fragColor;
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[[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
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void main() {
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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 = myUbo.color;
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return;
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}
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)");
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@ -761,26 +770,28 @@ TEST_P(ColorStateTest, IndependentColorState) {
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utils::ComboRenderPassDescriptor renderPass(
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{renderTargetViews[0], renderTargetViews[1], renderTargetViews[2], renderTargetViews[3]});
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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 myBlock {
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vec4 color0;
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vec4 color1;
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vec4 color2;
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vec4 color3;
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} myUbo;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct MyBlock {
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[[offset(0)]] color0 : vec4<f32>;
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[[offset(16)]] color1 : vec4<f32>;
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[[offset(32)]] color2 : vec4<f32>;
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[[offset(48)]] color3 : vec4<f32>;
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};
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layout(location = 0) out vec4 fragColor0;
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layout(location = 1) out vec4 fragColor1;
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layout(location = 2) out vec4 fragColor2;
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layout(location = 3) out vec4 fragColor3;
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[[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
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void main() {
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[[location(0)]] var<out> fragColor0 : vec4<f32>;
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[[location(1)]] var<out> fragColor1 : vec4<f32>;
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[[location(2)]] var<out> fragColor2 : vec4<f32>;
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[[location(3)]] var<out> fragColor3 : vec4<f32>;
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[[stage(fragment)]]
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fn main() -> void {
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fragColor0 = myUbo.color0;
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fragColor1 = myUbo.color1;
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fragColor2 = myUbo.color2;
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fragColor3 = myUbo.color3;
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return;
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}
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)");
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@ -870,17 +881,19 @@ TEST_P(ColorStateTest, IndependentColorState) {
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// Test that the default blend color is correctly set at the beginning of every subpass
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TEST_P(ColorStateTest, DefaultBlendColor) {
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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 myBlock {
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vec4 color;
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} myUbo;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct MyBlock {
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[[offset(0)]] color : vec4<f32>;
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};
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layout(location = 0) out vec4 fragColor;
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[[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
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void main() {
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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 = myUbo.color;
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return;
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}
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)");
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@ -992,17 +1005,19 @@ TEST_P(ColorStateTest, DefaultBlendColor) {
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// persisted and prevented a render pass loadOp from fully clearing the output
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// attachment.
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TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) {
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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 myBlock {
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vec4 color;
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} myUbo;
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct MyBlock {
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[[offset(0)]] color : vec4<f32>;
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};
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layout(location = 0) out vec4 fragColor;
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[[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
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void main() {
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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 = myUbo.color;
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return;
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}
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)");
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