dawn-cmake/test/shader_io/fragment_input_mixed.wgsl.expected.hlsl
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

38 lines
1.0 KiB
HLSL

struct FragmentInputs0 {
float4 position;
int loc0;
};
struct FragmentInputs1 {
float4 loc3;
uint sample_mask;
};
struct tint_symbol_1 {
int loc0 : TEXCOORD0;
uint loc1 : TEXCOORD1;
float loc2 : TEXCOORD2;
float4 loc3 : TEXCOORD3;
float4 position : SV_Position;
bool front_facing : SV_IsFrontFace;
uint sample_index : SV_SampleIndex;
uint sample_mask : SV_Coverage;
};
void main(tint_symbol_1 tint_symbol) {
const FragmentInputs0 inputs0 = {tint_symbol.position, tint_symbol.loc0};
const bool front_facing = tint_symbol.front_facing;
const uint loc1 = tint_symbol.loc1;
const uint sample_index = tint_symbol.sample_index;
const FragmentInputs1 inputs1 = {tint_symbol.loc3, tint_symbol.sample_mask};
const float loc2 = tint_symbol.loc2;
if (front_facing) {
const float4 foo = inputs0.position;
const uint bar = (sample_index + inputs1.sample_mask);
const int i = inputs0.loc0;
const uint u = loc1;
const float f = loc2;
const float4 v = inputs1.loc3;
}
return;
}