Update ClipSpaceTests to use WGSL

Bug: dawn:572
Change-Id: Iad55df4f39dfa91ef4554908acb9e2bb45703124
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/32502
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 17:15:59 +00:00 committed by Commit Bot service account
parent 56523dff69
commit f6958ff783
1 changed files with 24 additions and 21 deletions

View File

@ -25,28 +25,31 @@ class ClipSpaceTest : public DawnTest {
// Draw two triangles: // Draw two triangles:
// 1. The depth value of the top-left one is >= 0.5 // 1. The depth value of the top-left one is >= 0.5
// 2. The depth value of the bottom-right one is <= 0.5 // 2. The depth value of the bottom-right one is <= 0.5
const char* vs = pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
R"(#version 450 const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(
const vec3 pos[6] = vec3[6](vec3(-1.0f, 1.0f, 1.0f), vec3<f32>(-1.0, 1.0, 1.0),
vec3(-1.0f, -1.0f, 0.5f), vec3<f32>(-1.0, -1.0, 0.5),
vec3( 1.0f, 1.0f, 0.5f), vec3<f32>( 1.0, 1.0, 0.5),
vec3( 1.0f, 1.0f, 0.5f), vec3<f32>( 1.0, 1.0, 0.5),
vec3(-1.0f, -1.0f, 0.5f), vec3<f32>(-1.0, -1.0, 0.5),
vec3( 1.0f, -1.0f, 0.0f)); vec3<f32>( 1.0, -1.0, 0.0));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 1.0);
})";
pipelineDescriptor.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
const char* fs = [[builtin(vertex_idx)]] var<in> VertexIndex : i32;
R"(#version 450 [[builtin(position)]] var<out> Position : vec4<f32>;
layout(location = 0) out vec4 fragColor;
void main() { [[stage(vertex)]]
fragColor = vec4(1.0, 0.0, 0.0, 1.0); fn main() -> void {
})"; Position = vec4<f32>(pos[VertexIndex], 1.0);
pipelineDescriptor.cFragmentStage.module = return;
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs); })");
pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>;;
[[stage(fragment)]]
fn main() -> void {
fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
return;
})");
pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::LessEqual; pipelineDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::LessEqual;
pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState; pipelineDescriptor.depthStencilState = &pipelineDescriptor.cDepthStencilState;