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>
This commit is contained in:
Austin Eng 2020-11-13 17:30:59 +00:00 committed by Commit Bot service account
parent f6958ff783
commit e08776ae09
1 changed files with 58 additions and 43 deletions

View File

@ -29,11 +29,18 @@ class ColorStateTest : public DawnTest {
void SetUp() override { void SetUp() override {
DawnTest::SetUp(); DawnTest::SetUp();
vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
#version 450 [[builtin(vertex_idx)]] var<in> VertexIndex : i32;
void main() { [[builtin(position)]] var<out> Position : vec4<f32>;
const vec2 pos[3] = vec2[3](vec2(-1.f, -1.f), vec2(3.f, -1.f), vec2(-1.f, 3.f));
gl_Position = vec4(pos[gl_VertexIndex], 0.f, 1.f); [[stage(vertex)]]
fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0));
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
return;
} }
)"); )");
@ -48,17 +55,19 @@ class ColorStateTest : public DawnTest {
// Set up basePipeline and testPipeline. testPipeline has the given blend state on the first // Set up basePipeline and testPipeline. testPipeline has the given blend state on the first
// attachment. basePipeline has no blending // attachment. basePipeline has no blending
void SetupSingleSourcePipelines(wgpu::ColorStateDescriptor colorStateDescriptor) { void SetupSingleSourcePipelines(wgpu::ColorStateDescriptor colorStateDescriptor) {
wgpu::ShaderModule fsModule = wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( [[block]] struct MyBlock {
#version 450 [[offset(0)]] color : vec4<f32>;
layout(set = 0, binding = 0) uniform myBlock { };
vec4 color;
} myUbo;
layout(location = 0) out vec4 fragColor; [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
void main() { [[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
fragColor = myUbo.color; fragColor = myUbo.color;
return;
} }
)"); )");
@ -761,26 +770,28 @@ TEST_P(ColorStateTest, IndependentColorState) {
utils::ComboRenderPassDescriptor renderPass( utils::ComboRenderPassDescriptor renderPass(
{renderTargetViews[0], renderTargetViews[1], renderTargetViews[2], renderTargetViews[3]}); {renderTargetViews[0], renderTargetViews[1], renderTargetViews[2], renderTargetViews[3]});
wgpu::ShaderModule fsModule = wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( [[block]] struct MyBlock {
#version 450 [[offset(0)]] color0 : vec4<f32>;
layout(set = 0, binding = 0) uniform myBlock { [[offset(16)]] color1 : vec4<f32>;
vec4 color0; [[offset(32)]] color2 : vec4<f32>;
vec4 color1; [[offset(48)]] color3 : vec4<f32>;
vec4 color2; };
vec4 color3;
} myUbo;
layout(location = 0) out vec4 fragColor0; [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
layout(location = 1) out vec4 fragColor1;
layout(location = 2) out vec4 fragColor2;
layout(location = 3) out vec4 fragColor3;
void main() { [[location(0)]] var<out> fragColor0 : vec4<f32>;
[[location(1)]] var<out> fragColor1 : vec4<f32>;
[[location(2)]] var<out> fragColor2 : vec4<f32>;
[[location(3)]] var<out> fragColor3 : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
fragColor0 = myUbo.color0; fragColor0 = myUbo.color0;
fragColor1 = myUbo.color1; fragColor1 = myUbo.color1;
fragColor2 = myUbo.color2; fragColor2 = myUbo.color2;
fragColor3 = myUbo.color3; fragColor3 = myUbo.color3;
return;
} }
)"); )");
@ -870,17 +881,19 @@ TEST_P(ColorStateTest, IndependentColorState) {
// Test that the default blend color is correctly set at the beginning of every subpass // Test that the default blend color is correctly set at the beginning of every subpass
TEST_P(ColorStateTest, DefaultBlendColor) { TEST_P(ColorStateTest, DefaultBlendColor) {
wgpu::ShaderModule fsModule = wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( [[block]] struct MyBlock {
#version 450 [[offset(0)]] color : vec4<f32>;
layout(set = 0, binding = 0) uniform myBlock { };
vec4 color;
} myUbo;
layout(location = 0) out vec4 fragColor; [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
void main() { [[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
fragColor = myUbo.color; fragColor = myUbo.color;
return;
} }
)"); )");
@ -992,17 +1005,19 @@ TEST_P(ColorStateTest, DefaultBlendColor) {
// persisted and prevented a render pass loadOp from fully clearing the output // persisted and prevented a render pass loadOp from fully clearing the output
// attachment. // attachment.
TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) { TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) {
wgpu::ShaderModule fsModule = wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( [[block]] struct MyBlock {
#version 450 [[offset(0)]] color : vec4<f32>;
layout(set = 0, binding = 0) uniform myBlock { };
vec4 color;
} myUbo;
layout(location = 0) out vec4 fragColor; [[set(0), binding(0)]] var<uniform> myUbo : MyBlock;
void main() { [[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
fragColor = myUbo.color; fragColor = myUbo.color;
return;
} }
)"); )");