dawn-cmake/test/shader_io/fragment_output_locations.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

34 lines
618 B
HLSL

struct tint_symbol {
int value : SV_Target0;
};
struct tint_symbol_1 {
uint value : SV_Target1;
};
struct tint_symbol_2 {
float value : SV_Target2;
};
struct tint_symbol_3 {
float4 value : SV_Target3;
};
tint_symbol main0() {
const tint_symbol tint_symbol_4 = {1};
return tint_symbol_4;
}
tint_symbol_1 main1() {
const tint_symbol_1 tint_symbol_5 = {1u};
return tint_symbol_5;
}
tint_symbol_2 main2() {
const tint_symbol_2 tint_symbol_6 = {1.0f};
return tint_symbol_6;
}
tint_symbol_3 main3() {
const tint_symbol_3 tint_symbol_7 = {float4(1.0f, 2.0f, 3.0f, 4.0f)};
return tint_symbol_7;
}