Fix more WGSL vector constructors
Constructor arguments need to match the vector element type. Tint has new validation that now checks for this. Bug: tint:632 Change-Id: Ifcb994260c167e326ce5c0776915d44954dd8aa9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44767 Auto-Submit: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -999,7 +999,7 @@ TEST_P(BufferZeroInitTest, BoundAsUniformBuffer) {
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[[group(0), binding(1)]] var outImage : [[access(write)]] texture_storage_2d<rgba8unorm>;
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[[stage(compute)]] fn main() -> void {
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if (all(ubo.value == vec4<u32>(0, 0, 0, 0))) {
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if (all(ubo.value == vec4<u32>(0u, 0u, 0u, 0u))) {
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textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(0.0, 1.0, 0.0, 1.0));
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} else {
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textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(1.0, 0.0, 0.0, 1.0));
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@ -1041,7 +1041,7 @@ TEST_P(BufferZeroInitTest, BoundAsReadonlyStorageBuffer) {
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[[group(0), binding(1)]] var outImage : [[access(write)]] texture_storage_2d<rgba8unorm>;
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[[stage(compute)]] fn main() -> void {
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if (all(ssbo.value == vec4<u32>(0, 0, 0, 0))) {
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if (all(ssbo.value == vec4<u32>(0u, 0u, 0u, 0u))) {
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textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(0.0, 1.0, 0.0, 1.0));
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} else {
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textureStore(outImage, vec2<i32>(0, 0), vec4<f32>(1.0, 0.0, 0.0, 1.0));
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@ -238,7 +238,7 @@ TEST_P(ComputeStorageBufferBarrierTests, UniformToStorageAddPingPong) {
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[[stage(compute)]] fn main() -> void {
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dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x] +
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vec4<u32>(0x1234, 0x1234, 0x1234, 0x1234);
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vec4<u32>(0x1234u, 0x1234u, 0x1234u, 0x1234u);
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}
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)");
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@ -306,7 +306,7 @@ TEST_P(ComputeStorageBufferBarrierTests, UniformToStorageAddPingPongInOnePass) {
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[[stage(compute)]] fn main() -> void {
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dst.data[GlobalInvocationID.x] = src.data[GlobalInvocationID.x] +
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vec4<u32>(0x1234, 0x1234, 0x1234, 0x1234);
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vec4<u32>(0x1234u, 0x1234u, 0x1234u, 0x1234u);
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}
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)");
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@ -208,8 +208,8 @@ class VertexFormatDeprecationTests : public DeprecationTests {
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attribute += ";";
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std::string attribAccess = dawn::VertexFormatNumComponents(vertexFormat) > 1
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? "vec4<f32>(a.x, 0.0, 0.0, 1.0)"
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: "vec4<f32>(a, 0.0, 0.0, 1.0)";
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? "vec4<f32>(f32(a.x), 0.0, 0.0, 1.0)"
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: "vec4<f32>(f32(a), 0.0, 0.0, 1.0)";
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, (attribute + R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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@ -272,4 +272,4 @@ DAWN_INSTANTIATE_TEST(VertexFormatDeprecationTests,
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NullBackend(),
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OpenGLBackend(),
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OpenGLESBackend(),
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VulkanBackend());
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VulkanBackend());
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