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