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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>
41 lines
1.1 KiB
Plaintext
41 lines
1.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct FragmentInputs0 {
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float4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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float4 loc3;
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uint sample_mask;
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};
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struct tint_symbol_2 {
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int loc0 [[user(locn0)]];
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uint loc1 [[user(locn1)]];
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float loc2 [[user(locn2)]];
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float4 loc3 [[user(locn3)]];
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float4 position [[position]];
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bool front_facing [[front_facing]];
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uint sample_index [[sample_id]];
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uint sample_mask [[sample_mask]];
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};
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fragment void tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]]) {
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FragmentInputs0 const inputs0 = {tint_symbol_1.position, tint_symbol_1.loc0};
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bool const front_facing = tint_symbol_1.front_facing;
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uint const loc1 = tint_symbol_1.loc1;
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uint const sample_index = tint_symbol_1.sample_index;
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FragmentInputs1 const inputs1 = {tint_symbol_1.loc3, tint_symbol_1.sample_mask};
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float const loc2 = tint_symbol_1.loc2;
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if (front_facing) {
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float4 const foo = inputs0.position;
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uint const bar = (sample_index + inputs1.sample_mask);
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int const i = inputs0.loc0;
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uint const u = loc1;
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float const f = loc2;
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float4 const v = inputs1.loc3;
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}
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return;
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}
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