dawn-cmake/test/shader_io/fragment_output_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

24 lines
634 B
HLSL

struct FragmentOutputs {
int loc0;
float frag_depth;
uint loc1;
float loc2;
uint sample_mask;
float4 loc3;
};
struct tint_symbol {
int loc0 : SV_Target0;
uint loc1 : SV_Target1;
float loc2 : SV_Target2;
float4 loc3 : SV_Target3;
float frag_depth : SV_Depth;
uint sample_mask : SV_Coverage;
};
tint_symbol main() {
const FragmentOutputs tint_symbol_1 = {1, 2.0f, 1u, 1.0f, 2u, float4(1.0f, 2.0f, 3.0f, 4.0f)};
const tint_symbol tint_symbol_2 = {tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3, tint_symbol_1.frag_depth, tint_symbol_1.sample_mask};
return tint_symbol_2;
}