dawn-cmake/test/shader_io/compute_input_mixed.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

21 lines
547 B
WebGPU Shading Language

struct ComputeInputs0 {
[[builtin(local_invocation_id)]] local_invocation_id : vec3<u32>;
};
struct ComputeInputs1 {
[[builtin(workgroup_id)]] workgroup_id : vec3<u32>;
};
[[stage(compute)]]
fn main(
inputs0 : ComputeInputs0,
[[builtin(local_invocation_index)]] local_invocation_index : u32,
[[builtin(global_invocation_id)]] global_invocation_id : vec3<u32>,
inputs1 : ComputeInputs1,
) {
let foo : u32 =
inputs0.local_invocation_id.x +
local_invocation_index +
global_invocation_id.x +
inputs1.workgroup_id.x;
}