dawn-cmake/test/shader_io/compute_input_builtins_struct.wgsl.expected.wgsl
James Price bb0496e52a test: Add E2E test coverage for shader IO
This provides much more complete coverage than what we have in the
unit tests. We now test:
- All builtins, for all stages, both struct and non-struct
- Multiple location attributes for vertex and fragment stages, both
  struct and non-struct
- Mixing builtins and location attributes, whilst mixing struct and
  non-struct
- A few "interesting" cases of IO structs being shared between
  different functions, stages, and with an SSBO variable

There are 7 skipped tests for MSL due to two different MSL bugs which
will be fixed in upcoming patches.

Change-Id: I8b802591762c8ff018e01bf37838551e353162b1
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53120
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Auto-Submit: James Price <jrprice@google.com>
2021-06-03 09:38:34 +00:00

16 lines
492 B
WebGPU Shading Language

struct ComputeInputs {
[[builtin(local_invocation_id)]]
local_invocation_id : vec3<u32>;
[[builtin(local_invocation_index)]]
local_invocation_index : u32;
[[builtin(global_invocation_id)]]
global_invocation_id : vec3<u32>;
[[builtin(workgroup_id)]]
workgroup_id : vec3<u32>;
};
[[stage(compute)]]
fn main(inputs : ComputeInputs) {
let foo : u32 = (((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x);
}